Greatwyrm
Been here a while...
Below is a prc I've made for an upcoming campaign. If anyone would like to give any suggestions for improvement, I'd appreciate it. However, please bear the following items in mind:
1. THIS IS NOT OPEN CONTENT. This class is mainly a modified version of the Blood Magus from WotC's Tome and Blood. If you reprint it somewhere, you'll probably get in trouble. (Now that I think of it, I hope I don't.)
2. In my campaign, you can use metamagic feats spontaneously. You can use them a number of times per day based on the number of metamagic feats you have. I point this out since the second level special ability is based on this.
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Strongblood Sorcerer
A number of people gain minor spellcasting abilities from a powerful ancestor. Sometimes, two parents who may not even realize their unusual heritage can produce a child capable of powerful magic. While often feared or misunderstood, the Strongblood Sorcerer manifests gifts passed through the generations by unsuspecting ancestors. When this happens, a Strongblood Sorcerer can actually draw the magic out of their own blood to augment their abilities.
Hit Die: d4
Requirements
Skills: Spellcraft 8 ranks
Feats: Eschew Materials, Spell Penetration, Toughness.
Special: The character must be able to spontaneously cast arcane spells.
ClassLevel BAB Fort Ref Will Special Spells per Day
1 +0 +0 +0 +2 Blood Component, Staunch
2 +1 +0 +0 +3 Mold Magic +1 level of existing class
3 +1 +1 +1 +3 Blood Power
4 +2 +1 +1 +4 Ancestral Resistance +1 level of existing class
5 +2 +1 +1 +4 Blood Mimicry
6 +3 +2 +2 +5 Infusion +1 level of existing class
7 +3 +2 +2 +5 Blood Bond
8 +4 +2 +2 +6 Energy Shield +1 level of existing class
9 +4 +3 +3 +6 Innate Counterspelling
10 +5 +3 +3 +7 Blood Mastery +1 level of existing class
The Strongblood Sorcerer’s (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Weapon and Armor Proficiency: Strongblood Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a spellcaster’s gestures, which can cause his spells with somatic components to fail.
Spellcasting (Sp): The character increases their caster level, number of spells known, and number of spells per day as if they were advancing in their previous spellcasting class. If the character had access to more than one class with spontaneous arcane spellcasting, they must choose one class to advance.
Blood Component (Su): The character may substitute a drop of his own blood for a spell’s material components, if any. The pinprick or minor knife cut to draw the requisite blood is a free action that becomes a normal part of casting the spell. The character does not need to make a Concentration check to complete the spell, despite the wound. Using this ability deals the caster 1 hit point of damage, but also raises the spell’s save DC by 1.
Substituting blood for a costly material component requires drawing a greater amount. The character deals more damage to himself when doing so, according to the table below:
Component Cost (gp) Damage Dealt
1-50 5
51-300 1
301-750 17
750+ 23
Staunch (Ex): The character automatically stabilizes if brought below 0 hit points. He still dies if he reaches –10 hit points or below.
Mold Magic (Su): The character may use his metamagic feats an additional number of times per day equal to his Charisma modifier (if positive). This is not added to the times per day for all feats, but is kept as a separate pool from which all metamagic feats may draw.
Blood Power (Su): The character may burn away some of his own essence to boost his casting ability. The character may take an amount of damage up to his Charisma modifier or level in this class, whichever is lower. For the rest of the round, the character is considered to have additional levels equal to the amount of damage taken, for all caster level based checks and calculations. The pinprick or minor knife cut to draw the requisite blood is a free action that becomes a normal part of casting the spell. The character does not need to make a Concentration check to complete the spell, despite the wound.
Ancestral Resistance (Su): The Strongblood Sorcerer gains a bonus to all saving throws versus spells and spell-like abilities equal to his Charisma modifier (if positive).
Blood Mimicry (Su): The character’s blood can mimic that of any race. This allows him to use magic items that are keyed to specific races as if he were a member of that race. The character can only mimic one race at a time, but may change their choice as a standard action.
Infusion (Ex): At 6h level, the Strongblood Sorcerer prepares a special one-time distillation of his own blood. Partaking of the infusion, he permanently gains 2 points of Constitution.
Blood Bond (Sp): Once per day, the character may attempt, as a standard action, to establish a mystical bond with another living creature’s blood. This ability does not work on any creature immune to critical hits. The target creature, which must be within 30 feet of the character, must make a Fort save (DC 10 + ½ the characters level in this class + Cha modifier) or be bonded to the character. For a number of rounds equal to the character’s levels in this class, whenever the character takes hit point damage, the bonded creature immediately takes the same amount of damage.
Energy Shield (Su): The character may use this ability to temporarily gain Energy Resistance to one form of energy. The shield takes a standard action to form. The amount of protection gained is equal to the number of hit points the character sacrifices times the character’s levels in this class. For example, a 7th level character sacrificing 3 hit points gains Energy Resistance 21. This shield lasts for a number of rounds equal to the character’s level. The character may also have more than one shield active at a time, for different types of energy.
Innate Counterspelling (Sp): The character can use the magic in his own blood to destroy the spells of others. If the character has readied an action to counterspell and correctly identifies the spell being cast, the character may sacrifice a number of hit points equal to the spells level to automatically counter it. This works just as if the character had the proper spell available and cast it for the counterspell, but does not use any of the character’s spell slots for the day.
Blood Mastery (Ex): The character’s control over his own magical blood is now complete. He is immune to wounding effects of any sort, has a 50% chance to ignore critical hits and sneak attacks, and gains an additional 2 points of Constitution.
1. THIS IS NOT OPEN CONTENT. This class is mainly a modified version of the Blood Magus from WotC's Tome and Blood. If you reprint it somewhere, you'll probably get in trouble. (Now that I think of it, I hope I don't.)
2. In my campaign, you can use metamagic feats spontaneously. You can use them a number of times per day based on the number of metamagic feats you have. I point this out since the second level special ability is based on this.
-------------------------
Strongblood Sorcerer
A number of people gain minor spellcasting abilities from a powerful ancestor. Sometimes, two parents who may not even realize their unusual heritage can produce a child capable of powerful magic. While often feared or misunderstood, the Strongblood Sorcerer manifests gifts passed through the generations by unsuspecting ancestors. When this happens, a Strongblood Sorcerer can actually draw the magic out of their own blood to augment their abilities.
Hit Die: d4
Requirements
Skills: Spellcraft 8 ranks
Feats: Eschew Materials, Spell Penetration, Toughness.
Special: The character must be able to spontaneously cast arcane spells.
ClassLevel BAB Fort Ref Will Special Spells per Day
1 +0 +0 +0 +2 Blood Component, Staunch
2 +1 +0 +0 +3 Mold Magic +1 level of existing class
3 +1 +1 +1 +3 Blood Power
4 +2 +1 +1 +4 Ancestral Resistance +1 level of existing class
5 +2 +1 +1 +4 Blood Mimicry
6 +3 +2 +2 +5 Infusion +1 level of existing class
7 +3 +2 +2 +5 Blood Bond
8 +4 +2 +2 +6 Energy Shield +1 level of existing class
9 +4 +3 +3 +6 Innate Counterspelling
10 +5 +3 +3 +7 Blood Mastery +1 level of existing class
The Strongblood Sorcerer’s (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Weapon and Armor Proficiency: Strongblood Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a spellcaster’s gestures, which can cause his spells with somatic components to fail.
Spellcasting (Sp): The character increases their caster level, number of spells known, and number of spells per day as if they were advancing in their previous spellcasting class. If the character had access to more than one class with spontaneous arcane spellcasting, they must choose one class to advance.
Blood Component (Su): The character may substitute a drop of his own blood for a spell’s material components, if any. The pinprick or minor knife cut to draw the requisite blood is a free action that becomes a normal part of casting the spell. The character does not need to make a Concentration check to complete the spell, despite the wound. Using this ability deals the caster 1 hit point of damage, but also raises the spell’s save DC by 1.
Substituting blood for a costly material component requires drawing a greater amount. The character deals more damage to himself when doing so, according to the table below:
Component Cost (gp) Damage Dealt
1-50 5
51-300 1
301-750 17
750+ 23
Staunch (Ex): The character automatically stabilizes if brought below 0 hit points. He still dies if he reaches –10 hit points or below.
Mold Magic (Su): The character may use his metamagic feats an additional number of times per day equal to his Charisma modifier (if positive). This is not added to the times per day for all feats, but is kept as a separate pool from which all metamagic feats may draw.
Blood Power (Su): The character may burn away some of his own essence to boost his casting ability. The character may take an amount of damage up to his Charisma modifier or level in this class, whichever is lower. For the rest of the round, the character is considered to have additional levels equal to the amount of damage taken, for all caster level based checks and calculations. The pinprick or minor knife cut to draw the requisite blood is a free action that becomes a normal part of casting the spell. The character does not need to make a Concentration check to complete the spell, despite the wound.
Ancestral Resistance (Su): The Strongblood Sorcerer gains a bonus to all saving throws versus spells and spell-like abilities equal to his Charisma modifier (if positive).
Blood Mimicry (Su): The character’s blood can mimic that of any race. This allows him to use magic items that are keyed to specific races as if he were a member of that race. The character can only mimic one race at a time, but may change their choice as a standard action.
Infusion (Ex): At 6h level, the Strongblood Sorcerer prepares a special one-time distillation of his own blood. Partaking of the infusion, he permanently gains 2 points of Constitution.
Blood Bond (Sp): Once per day, the character may attempt, as a standard action, to establish a mystical bond with another living creature’s blood. This ability does not work on any creature immune to critical hits. The target creature, which must be within 30 feet of the character, must make a Fort save (DC 10 + ½ the characters level in this class + Cha modifier) or be bonded to the character. For a number of rounds equal to the character’s levels in this class, whenever the character takes hit point damage, the bonded creature immediately takes the same amount of damage.
Energy Shield (Su): The character may use this ability to temporarily gain Energy Resistance to one form of energy. The shield takes a standard action to form. The amount of protection gained is equal to the number of hit points the character sacrifices times the character’s levels in this class. For example, a 7th level character sacrificing 3 hit points gains Energy Resistance 21. This shield lasts for a number of rounds equal to the character’s level. The character may also have more than one shield active at a time, for different types of energy.
Innate Counterspelling (Sp): The character can use the magic in his own blood to destroy the spells of others. If the character has readied an action to counterspell and correctly identifies the spell being cast, the character may sacrifice a number of hit points equal to the spells level to automatically counter it. This works just as if the character had the proper spell available and cast it for the counterspell, but does not use any of the character’s spell slots for the day.
Blood Mastery (Ex): The character’s control over his own magical blood is now complete. He is immune to wounding effects of any sort, has a 50% chance to ignore critical hits and sneak attacks, and gains an additional 2 points of Constitution.