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Hong's Britannia 3E NPC collection
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<blockquote data-quote="hong" data-source="post: 1453067" data-attributes="member: 537"><p>A bloodmage who they'd met a few sessions earlier, at a death nexus. He escaped from them, only to resurface when one of the PCs wanted to become an archmage, and got assigned him as a supervisor (I love irony). He got away again and linked up with the assassins, and was slain in the same climactic battle as Tarim Val.</p><p> </p><p> </p><p><strong>Altin:</strong> male human mag6/archmage 4/bloodmage 4; CR 11; Medium Humanoid (human); HD 10d4+4d8+42 (105 hp); Init +4; Spd 30 ft; AC 21 (touch 17, flat-footed 17); BAB +7; Grap +7; Atk +8/+3 melee (1d6+1, <em>+1 quarterstaff</em>); SA Spells; SQ Archmage abilities, accursed, blood magic, bloodpool (3rd level spells); AL NE; SV Fort +15, Ref +13, Will +17; Str 10, Dex 18, Con 16, Int 15, Wis 14, Cha 24.</p><p> </p><p><em>Skills and Feats:</em> Concentration +20, Knowledge (arcana) +19, Spellcraft +22, Empower Spell, Fortune’s Favour, Skill Focus (Spellcraft), Spell Focus (Evocation), Spell Focus (Necromancy), Quicken Spell, Scribe Scroll, Still Spell.</p><p> </p><p><em>SQ — Accursed (Ex):</em> Altin’s association with foul magic has left its mark on his soul. He is treated as evil-aligned for the purposes of spells and effects, regardless of his actual alignment. For example, he detects as evil with a <em>detect evil</em> spell, he suffers extra damage when struck by a weapon with the holy enchantment, and so on.</p><p></p><p><em>SQ — Blood Magic (Su):</em> Altin's power derives from blood sacrifice, hence the name. Each time he casts a spell, he takes 1 point of damage per spell level (with a minimum of 1 point). This does not provoke a Concentration check to successfully cast the spell, but cannot be negated through damage reduction or any other means.</p><p></p><p>If a spell has expensive material components, Altin does not use them, but must pay a greater price in lost health. He takes an amount of Constitution damage as given in the table, in addition to the hit point damage from casting the spell. This Constitution loss cannot be negated by any means, short of not having a Constitution score (but see below). Lost Constitution points return at the rate of 1 point per day.</p><p>[code]Component cost Constitution damage</p><p>50 gp or less 2</p><p>51 gp-300 gp 4</p><p>301 gp-750 gp 8</p><p>751 gp or more 12</p><p>[/code]</p><p></p><p><em>SQ — Bloodpool (Su):</em> Altin has the ability to use the bodies of others to fuel his spells. He can build up a reserve of arcane power, by bleeding a victim in a gruesome and agonizing ritual. This grants him temporary hit points or Constitution points that he can use in place of his own for casting blood magic.</p><p></p><p>Bleeding a sacrificial victim is a full-round action that provokes attacks of opportunity, and the victim must be helpless or willing. When Altin bleeds a victim, each hit point of damage he deals counts as a point he can substitute for his own, when casting his spells. Each round, he can deal up to 80 points of damage; the victim is entitled to a DC 25 Fortitude saving throw to halve the damage taken. Altin can choose to keep his victim alive by bleeding it for fewer than its total hit points + 10, which is enough to kill it. If he kills his victim, he also gains a number of Constitution points equal to the victim's HD (minimum of 1). He can only gain Constitution points by killing a victim as part of a sacrificial ritual; creatures slain in combat, for example, don't count.</p><p></p><p>A potential victim must have blood or ichor of some sort (not a plant, elemental, construct or undead), and have Intelligence and Charisma scores of at least 3. Called or summoned creatures cannot be used for such a ritual. If the ritual is interrupted, the victim takes no damage, and Altin gains no benefit.</p><p></p><p>At any one time, Altin’s bloodpool can hold up to 140 hit points and 14 Constitution points. Any hit points or Constitution points he gains in excess of these limits are wasted. The hit points and Constitution points he gains in this manner do not add to his own totals — they can be used only for the purpose of casting blood magic, and only within eight hours, after which they are lost.</p><p></p><p>Altin can use his bloodpool to cast up to 3rd level spells.</p><p></p><p><em>SQ — Arcane Reach (Su):</em> Altin can use spells with a range of touch on a target up to 30 feet away. He must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet.</p><p></p><p><em>SQ — Bonus Feat (Ex):</em> Altin has chosen the Quicken Spell feat (already figured into stats above).</p><p></p><p><em>SQ — Mastery of Dispelling (Ex):</em> Altin gains a +2 bonus on dispel checks.</p><p></p><p><em>SQ — Paths of Fate (Su):</em> Altin gains knowledge of the twisted, myriad pathways of fate. Once per day, he can add his archmage level as a luck bonus to one attack roll, ability or skill check, or saving throw; alternatively, he can add his archmage level as a luck bonus to his AC against one attack. Activating this power doesn't take an action; he can even use it on somebody else's turn if needed. However, he must decide whether to use this power before the roll is made.</p><p></p><p><em>Equipment:</em> <em>+1 quarterstaff</em>, <em>bracers of armour +4</em>, <em>amulet of Charisma +6</em>, <em>belt of Constitution +2</em>, <em>gloves of Dexterity +2</em>, <em>circlet of resistance +5</em>, <em>ring of mind shielding</em>, <em>ring of protection +3</em>, 2 arcane <em>scrolls of lion’s charge</em>, arcane<em> scroll of haste</em>, <em>potion of cat’s grace</em>, <em>potion of bear’s endurance</em>.</p><p></p><p><em>Spells Per Day</em> (6/8/8/8/7/5/4/3, save DC = 17 + spell level, or 18 + spell level for Evocation and Necromancy spells): 0 — <em>dancing lights, daze, detect magic, detect poison, flare, ghost sound, open/close, prestidigitation, read magic</em>; 1st —<em>magic missile, fiery eyes, ray of enfeeblement, scales of the serpent, shield, true strike</em>; 2nd — <em>acid arrow, alter self, resist energy, scorching ray, see invisibility, spectral hand</em>; 3rd — <em>animate dead, displacement, fireball, sound lance, vampiric touch</em>; 4th — <em>air walk, dimension door, earth reaver, enervation, summon monster IV</em>; 5th — <em>cloudkill, summon monster V, teleport, wall of force</em>; 6th — <em>harm, spirit binding</em>; 7th — <em>limited wish</em>.</p><p></p><p><em>Powerup Results</em> (<em>potions of cat’s grace</em> and <em>bear’s endurance</em>, quickened <em>scales of the serpent</em>, <em>stoneskin</em> via <em>limited wish</em>, quickened <em>shield</em>, <em>displacement</em>): spells/day 6/8/8/5/7/5/4/2; 133 hp; AC 31 (touch 18, flat-footed 17, 50% miss chance); Ranged atk +12; SQ DR 10/blacksteel; Dex 22, Con 20.</p><p></p><p>Links:</p><p>- <a href="http://www.zipworld.com.au/~hong/dnd/master_of_arcana.htm" target="_blank">Master of arcana (archmage)</a></p><p>- <a href="http://www.zipworld.com.au/~hong/dnd/bloodmage.htm" target="_blank">Bloodmage</a></p></blockquote><p></p>
[QUOTE="hong, post: 1453067, member: 537"] A bloodmage who they'd met a few sessions earlier, at a death nexus. He escaped from them, only to resurface when one of the PCs wanted to become an archmage, and got assigned him as a supervisor (I love irony). He got away again and linked up with the assassins, and was slain in the same climactic battle as Tarim Val. [b]Altin:[/b] male human mag6/archmage 4/bloodmage 4; CR 11; Medium Humanoid (human); HD 10d4+4d8+42 (105 hp); Init +4; Spd 30 ft; AC 21 (touch 17, flat-footed 17); BAB +7; Grap +7; Atk +8/+3 melee (1d6+1, [i]+1 quarterstaff[/i]); SA Spells; SQ Archmage abilities, accursed, blood magic, bloodpool (3rd level spells); AL NE; SV Fort +15, Ref +13, Will +17; Str 10, Dex 18, Con 16, Int 15, Wis 14, Cha 24. [i]Skills and Feats:[/i] Concentration +20, Knowledge (arcana) +19, Spellcraft +22, Empower Spell, Fortune’s Favour, Skill Focus (Spellcraft), Spell Focus (Evocation), Spell Focus (Necromancy), Quicken Spell, Scribe Scroll, Still Spell. [i]SQ — Accursed (Ex):[/i] Altin’s association with foul magic has left its mark on his soul. He is treated as evil-aligned for the purposes of spells and effects, regardless of his actual alignment. For example, he detects as evil with a [i]detect evil[/i] spell, he suffers extra damage when struck by a weapon with the holy enchantment, and so on. [i]SQ — Blood Magic (Su):[/i] Altin's power derives from blood sacrifice, hence the name. Each time he casts a spell, he takes 1 point of damage per spell level (with a minimum of 1 point). This does not provoke a Concentration check to successfully cast the spell, but cannot be negated through damage reduction or any other means. If a spell has expensive material components, Altin does not use them, but must pay a greater price in lost health. He takes an amount of Constitution damage as given in the table, in addition to the hit point damage from casting the spell. This Constitution loss cannot be negated by any means, short of not having a Constitution score (but see below). Lost Constitution points return at the rate of 1 point per day. [code]Component cost Constitution damage 50 gp or less 2 51 gp-300 gp 4 301 gp-750 gp 8 751 gp or more 12 [/code] [i]SQ — Bloodpool (Su):[/i] Altin has the ability to use the bodies of others to fuel his spells. He can build up a reserve of arcane power, by bleeding a victim in a gruesome and agonizing ritual. This grants him temporary hit points or Constitution points that he can use in place of his own for casting blood magic. Bleeding a sacrificial victim is a full-round action that provokes attacks of opportunity, and the victim must be helpless or willing. When Altin bleeds a victim, each hit point of damage he deals counts as a point he can substitute for his own, when casting his spells. Each round, he can deal up to 80 points of damage; the victim is entitled to a DC 25 Fortitude saving throw to halve the damage taken. Altin can choose to keep his victim alive by bleeding it for fewer than its total hit points + 10, which is enough to kill it. If he kills his victim, he also gains a number of Constitution points equal to the victim's HD (minimum of 1). He can only gain Constitution points by killing a victim as part of a sacrificial ritual; creatures slain in combat, for example, don't count. A potential victim must have blood or ichor of some sort (not a plant, elemental, construct or undead), and have Intelligence and Charisma scores of at least 3. Called or summoned creatures cannot be used for such a ritual. If the ritual is interrupted, the victim takes no damage, and Altin gains no benefit. At any one time, Altin’s bloodpool can hold up to 140 hit points and 14 Constitution points. Any hit points or Constitution points he gains in excess of these limits are wasted. The hit points and Constitution points he gains in this manner do not add to his own totals — they can be used only for the purpose of casting blood magic, and only within eight hours, after which they are lost. Altin can use his bloodpool to cast up to 3rd level spells. [i]SQ — Arcane Reach (Su):[/i] Altin can use spells with a range of touch on a target up to 30 feet away. He must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. [i]SQ — Bonus Feat (Ex):[/i] Altin has chosen the Quicken Spell feat (already figured into stats above). [i]SQ — Mastery of Dispelling (Ex):[/i] Altin gains a +2 bonus on dispel checks. [i]SQ — Paths of Fate (Su):[/i] Altin gains knowledge of the twisted, myriad pathways of fate. Once per day, he can add his archmage level as a luck bonus to one attack roll, ability or skill check, or saving throw; alternatively, he can add his archmage level as a luck bonus to his AC against one attack. Activating this power doesn't take an action; he can even use it on somebody else's turn if needed. However, he must decide whether to use this power before the roll is made. [i]Equipment:[/i] [i]+1 quarterstaff[/i], [i]bracers of armour +4[/i], [i]amulet of Charisma +6[/i], [i]belt of Constitution +2[/i], [i]gloves of Dexterity +2[/i], [i]circlet of resistance +5[/i], [i]ring of mind shielding[/i], [i]ring of protection +3[/i], 2 arcane [i]scrolls of lion’s charge[/i], arcane[i] scroll of haste[/i], [i]potion of cat’s grace[/i], [i]potion of bear’s endurance[/i]. [i]Spells Per Day[/i] (6/8/8/8/7/5/4/3, save DC = 17 + spell level, or 18 + spell level for Evocation and Necromancy spells): 0 — [i]dancing lights, daze, detect magic, detect poison, flare, ghost sound, open/close, prestidigitation, read magic[/i]; 1st —[i]magic missile, fiery eyes, ray of enfeeblement, scales of the serpent, shield, true strike[/i]; 2nd — [i]acid arrow, alter self, resist energy, scorching ray, see invisibility, spectral hand[/i]; 3rd — [i]animate dead, displacement, fireball, sound lance, vampiric touch[/i]; 4th — [i]air walk, dimension door, earth reaver, enervation, summon monster IV[/i]; 5th — [i]cloudkill, summon monster V, teleport, wall of force[/i]; 6th — [i]harm, spirit binding[/i]; 7th — [i]limited wish[/i]. [i]Powerup Results[/i] ([i]potions of cat’s grace[/i] and [i]bear’s endurance[/i], quickened [i]scales of the serpent[/i], [i]stoneskin[/i] via [i]limited wish[/i], quickened [i]shield[/i], [i]displacement[/i]): spells/day 6/8/8/5/7/5/4/2; 133 hp; AC 31 (touch 18, flat-footed 17, 50% miss chance); Ranged atk +12; SQ DR 10/blacksteel; Dex 22, Con 20. Links: - [url=http://www.zipworld.com.au/~hong/dnd/master_of_arcana.htm]Master of arcana (archmage)[/url] - [url=http://www.zipworld.com.au/~hong/dnd/bloodmage.htm]Bloodmage[/url] [/QUOTE]
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