This is the first prestige class I ever made, going on three years old. I've extensively revamped it, changed some spellcasting stuff, some requirements, and changing some abilities. Because this one is a bit of an odd puppy in terms of abilities, I'd love someone to try to poke holes in this for me.
Also, before anyone asks - Yes, I have seen the Blood Witch from R&R and the Blood Magus from T&B. I wrote this class well before either book had even come out.
Magus stood at the apex of the hill, watching the bandits amass for their assault. He stood between them and the woman he loved. Only the fact that she was of noble blood mattered to them; her ransom would be rich, and her beauty richer. The young noblewoman barely knew Magus at all, he was naught but a half-crazy mage living out in the wilds of her father's estate, but he had loved her since she was but a babe in arms, and he barely a stripling boy.
He had always dreamed of the day when he would be able to impress her, and in his own way began to make sure she wouldn't forget him when they finally met formally. He wanted to be the mightiest wizard in the kingdom, and was willing to sacrifice a great deal to do it, even his own blood. He found that bleeding himself gave him a sense of power, and few of his enemies could escape him once he had marked them with his dagger and spells. He almost single-handedly had driven out most of the bandits from the south of her father's lands, and the girl, Ellaya had come in her father's place to tender his gratitude.
Treachery had seen her escort of guards slaughtered as they traveled, and only purest luck that Magus had been nearby saved Ellaya from the worst of the bandits' tender mercies. He had held off the remaining few by his own knowledge of the woods he lived in, his own knowledge of self-defense, as well as his own powerful magic. He had caused one to fall, screaming, as the bandit that had suffered a minor wound at his hand found his blood beginning to burn. Others fell to spells of fire and acid. They treated him with more caution after that.
Ellaya was lucky in the fact that she had fainted during the first attack, and could not be horrified at his actions. Now Magus stood on the hill, daring the bandits to charge him, to face his spells when he was most vulnerable. He pulled out his obsidian dagger in practiced grace, and dropped his light, wrapped shirt from his body, revealing a torso and arms hideously scarred in dozens of places.
He easily cut his arm, the blood running hot down his arm, filling him with power. As the bandits moved up the hill, a spell of acidic arrows flew from him, filled with the power of his living blood, striking several bandits, causing them to scream in agony. The remaining few retreated from the crazy mage. They took no chances now; each strung their bow, a full dozen arrows were knocked and aimed at Magus.
He gave a full-throated laugh, and threw his head back, extending his arms to his sides and clenching his hands into fists. The arrows flew, most striking, thudding into his body with murderous precision. Yet Magus laughed again, as he felt an enormous power built of pain and blood rising inside of him as his flanks were stained crimson. He called the spell of fire into their midst, and it roared up impossibly powerful, catching most of the bandits. The ones that could, fled, shrieking in half-mad gasps.
Magus turned just in time to see the lovely Ellaya waking up, and screaming at the sight of his bloodstained body, arrows still peppering his flesh. He closed his eyes as an entirely different kind of pain filled his heart.
Bloodmage
The Bloodmage believes a power resides in all of us; in the thunder of the beating heart, the pulse of the blood, and the bleeding of a wound. The power of living blood is something that is learned or discovered only by a few of the strong. A few mages or warriors of strong constitution and iron will have been grievously wounded in a battle, and found their powers and strength increased because of it. There seems to be no special lineage or class, no special prior philosophy that sets Bloodmages apart from the rest. A Bloodmage could be a raving beast of a warrior with a touch of magic in his veins, or a scholar-wizard that has been pushed to do what is necessary to preserve his life. High level Bloodmages are particularly frightening to behold, as their bodies are covered with scars from the demands of the living blood powers.
Sorcerers are the most common Bloodmages, along with the occasional wizards (though few wizards would admit to it). In some circumstances, druids and magically inclined barbarians have been known to develop the knack for the power of the living blood. Because several of the powers are good for tracking, some rangers are willing to follow the path of the Bloodmage as well.
Hit Dice: d6
Requirements
To qualify to become a Bloodmage, a character must fulfill all the following criteria.
Concentration - 8 ranks
Knowledge (arcana) - 4 ranks
Craft (weaponsmith) - 6 ranks
Ability to cast spells (any type)
Feats - Iron Will, Toughness
Class Skills
The Bloodmage’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (weaponsmithing) (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Spellcraft (Int), and Tumble (Dex).
Skill points at each level: 2 + Int Modifier per level.
Designer's Note: Intimidate is a class skill because of the Bloodmage's fearsome appearance. Heal because of the multiple times that a Bloodmage will cutting himself over the course of his existence, and Jump and Tumble because the powers of a Bloodmage sometimes require him to personally attack someone in battle and get away quickly. Appraise and Craft are to help make or purchase an appropriate Bloodblade.
LvL...BAB...Fort...Ref...Will...Special...Spells per Day/Spells Known
1.......+0.....+2.....+0.....+2.....Bloodblade (+1), Blood Sense, Blood Strength 1/day...+1 spellcaster level
2.......+1.....+3.....+0.....+3.....Focus Through Pain, Blood Burn 1/day
3.......+1.....+3.....+1.....+3.....Bloodblade (+2), Blood Identification, Weapon Focus: Dagger...+1 spellcaster level
4.......+2.....+4.....+1.....+4.....Pain Resistance, Blood Strength 2/day...+1 spellcaster level
5.......+2.....+4.....+1.....+4.....Bloodblade (+3), Blood Burn 2/day, Blood Track
6.......+3.....+5.....+2.....+5.....Blood Power...+1 spellcaster level
7.......+3.....+5.....+2.....+5.....Bloodblade (+4), Shield of the Veins...+1 spellcaster level
8.......+4.....+6.....+2.....+6..... Healing of the Veins, Blood Strength 3/day
9.......+4.....+6.....+3.....+6.....Bloodblade (+5), Blood Burn 3/day
10.....+5.....+7.....+3.....+7.....Blood Strike...+1 spellcaster level
Class Features
All of the following are class features of the Bloodmage prestige class.
Weapon and Armor Proficiency: The Bloodmage is proficient with all simple weapons, but with no armor or shields.
Spells: A Bloodmage continues training in his prior spellcasting profession. At each indicated level, he gains new spells and new spells per day as if he had gained a level in his previous spellcasting class. He does not, however, gain any other abilities, such as bonus feats, familiar progression, or increased turning ability. If he has one than more spellcasting class, he has to choose which to add his Bloodmage caster levels to. Once chosen, he cannot switch.
Special: The Bloodmage is in many situations were he is wounded or wounds himself. This eventually results in the Bloodmage being heavily scarred (though many hide it with concealing clothes). Beginning at 2nd level and every even level after that a Bloodmage suffers a -1 to Charisma-based skill checks such as Diplomacy, Perform, and Gather Information if his scars are seen. However, if the Bloodmage encounters an individual or a culture that considers scars worthy of respect, such as orcs, this penalty becomes a bonus. Also, this penalty turns into a bonus when attempting an Intimidation check, if he lets his scars show.
Bloodblade: The Bloodmage is a person that cuts himself often to gain power, or cuts other to use their blood against them. Thusly he becomes attuned to the instrument that makes the blood flow. At first level, the Bloodmage must procure a masterwork dagger, worth no less than 500gp due to workmanship, materials, or secrets of construction. It is with this blade, and this blade alone that triggers his blood-bought power when not being hit in the heat of combat by enemies. There is something about the desire to kill someone that allows a wound inflicted by an enemy to bring forth a Bloodmage's power as easily as the deliberate act of cutting the wound by his self. The Bloodblade becomes a magical item in the hands of the Bloodblade, resonating to the power of the living blood, becoming a +1 weapon at 1st level, +2 at 3rd, +3 at 5th, +4 at 7th, and +5 at 9th. Despite the magical enhancements, the Bloodmage has precise control over how he cuts himself, and may cut himself with the Bloodmage for any amount of damage (up to the maximum possible) as he pleases.
Note: The Bloodmage must have a bleeding injury, of at least two hit points worth of damage, to use any "Blood" power (any ability with Blood in the name). A bleeding injury is one inflicted by a slashing or piercing attack. Such wounds overlap for the purposes of determining whether he can use a power; thus if the Bloodmage has been slashed at by an axe-wielding enemy for five points of damage, he may use any "Blood" power that he's entitled to until his wounds are healed. He may also precisely cut himself for two points of damage with the Bloodblade. Because cutting himself is an action performed often, the Bloodmage may cut himself with the Bloodblade as a free action that does not provoke an attack of opportunity. Optionally he may choose to make a big production out of it, perhaps chanting ominous-sounding nonsense words to intimidate his enemies (Intimidate check at DM's option). If he chooses the later route, it is a standard action and provokes an attack of opportunity.
Blood Sense: The Bloodmage is able to tell at will, up to a distance to 30 feet, if a creature has had a bleeding injury up to as many days ago as he has Bloodmage levels, even if the wound is well hidden. Also he can detect current bleeding injuries, even if carefully bandaged, hidden, or covered with illusion. This allows to Bloodmage to know if his adversary has been weakened by injury or blood loss, and also helps him to determine if he can use the Blood Burn power.
If the person suffered damage by bludgeoning weapons, spells, poison, or other non-blood loss means, then this power cannot be used to determine if a creature is injured. (SU)
Blood Note: Constructs, elementals, oozes, plants, undead, and vermin cannot be identified and/or affected by Blood Sense, Blood Identification, Blood Track, Blood Burn, Healing of the Veins, or Shield of the Veins.
Blood Strength: By tasting their own blood, the Bloodmage gains a +4 to Strength for a number of rounds equal to his Bloodmage level. He may do this 1/day at level 1, 2/day at level 4, and 3/day at level 8. This is not quite like a barbarian's rage, though those watching may assume it is. It is more like a burst of energy, but not as strenuous as Rage. (EX)
Focus Through Pain: Because the Bloodmage is used to pain and injury, he can add his Bloodmage level to Concentration checks made when hit casting during combat. (EX)
Blood Burn: If a creature is bleeding, the Bloodmage may focus on it for one round, reaching out to the power of the living blood (Max range of 30 ft). One round after focusing, the creature's blood begins to burn from the tempered will of the Bloodmage, causing 1d6+1 points of damage per round for a number a rounds equal to the number of Bloodmage levels attained. If the bleeding is stopped (with healing magic or a successful Heal check), the Blood Burn ends prematurely.
A Fortitude save (DC 10 + Bloodmage levels + Con mod) may be made for half damage. The Bloodmage may do this 1/day at 2nd level, 2/day at 5th level, and 3/day at 9th level. While it feels like a burning sensation, the blood is not truly burning, so heat/fire resistance does not apply, though spell resistance does. To make a caster level check for this ability, use the character's total caster level. A bleeding injury is considered one made by a slashing or piercing attack. (SP)
Blood Identification: By examining blood spilt from a creature that still lives (as per Blood Track) a Bloodmage can identify what kind of creature it came from (Humanoid, animal, aberration...). The blood can only be up to two hours old for this identification to take place. Obviously, blood from things like undead, plants, etc, cannot be identified as they do not have blood. (SP)
Weapon Focus, Dagger: The Bloodmage frequently, some would say almost exclusively, uses the dagger. +1 to attack rolls with the dagger, per the feat.
Pain Resistance: The Bloodmage can easily ignore pain. During any attacks, spells, or abilities that cause debilitation due to pain, the Bloodmage gets a +4 to the save, or gains a save if one is not normally permitted. If the save is made, the Bloodmage suffers no ill effects, if the save is failed, he takes only half effects (half time, half intensity, at DM's discretion). (EX)
Blood Track: Due to the echo that spilled blood can leave, the Bloodmage can tell, at will, if blood from a still living creature was spilled in an area up to as many days ago as he has Bloodmage levels. It does not matter if the area has been cleaned up in any fashion, or even if the blood was somehow removed, the Bloodmage is sensing the echo of the living blood. He can also detect the direction the creature is (but not distance), as long as it is still living and on the same plane. (SU)
Blood Power: If a Bloodmage chooses, he may cut himself for no less than 5 points of damage (does not stack with the usual penalty for using Blood powers). During the next round, any spell he casts will be cast as if it were Empowered (per the Empower Spell feat). He may do this as many times as he cares to cut himself. He must pay the +2 level increase cost as normal, this is simply the equivalent of a free feat.(SU)
Shield of the Veins: If the Bloodmage tastes the blood of a living creature (see Living Blood note below) he gains insight and resistance to it. If the creature is a spell caster, the Bloodmage gains a +4 to saves against their spells, or gains a save if one is not usually allowed. If the creature is a fighter, the Bloodmage gains insight to how they fight, and gets a +4 insight bonus to AC against them. If the creature has unique abilities, like a basilisk's stare, the Bloodmage gets a +4 to saves against it, or gains a save if none is usually possible. If the creature is any combination of these things (spell caster/fighter, special abilities/spell caster) the Bloodmage gets all appropriate bonuses.
As each creature is unique, so its blood is unique. Shield of the Veins can only be used on an individual creature. Being protected from one sorcerer does not protect you from another. Tasting the blood of one basilisk doesn't protect you against its mate. Usually this ability is used by having the Bloodmage himself inflict a bleeding wound on the creature to be shielded against, then tasting the blood as a move-equivalent action that does not provoke an attack of opportunity. These bonuses last 1 hour +1 round per Bloodmage level. The Bloodmage may do this three times per day. (SP)
Living Blood Note: Blood from a living creature (for the Shield of the Veins and Healing of the Veins abilities) must be used within 5 rounds. It is NOT possible for a Bloodmage to get a band of adventurers to get a blood from a basilisk and then taste it before facing one like a potion of basilisk resistance. For the Shield of the Veins and Healing of the Veins abilities to work, the blood must be fresh and the creature must still be living. This is usually dangerous to the Bloodmage because he is usually the one that has to cut the creature.
Healing of the Veins: The Bloodmage is able to replenish himself through others' living blood. He makes a regular attack roll with his Bloodblade. If successful, it causes quadruple damage because of the power a Bloodmage has invested in the attack. The blood is then absorbed as it flows over the Bloodmage's hand. This causes the Bloodmage to heal the amount of damage that was dealt. This requires a full-round action. He must declare he is attempting a Healing of the Veins attack, and if he misses, he uses up that attempt for the day. Usable three times per day. (SP)
Blood Strike: If the Bloodmage takes more than 25 points of damage in a round, and that damage causes bleeding wounds, the next round the Bloodmage may cast a maximized spell, per the Maximize Spell feat. However, he does NOT have to cast the spell as if it were three levels higher. The Bloodmage may do this as many times in which that situation occurs. (EX)
Roleplaying Notes: The Bloodmage is a rather fearsome person, and few understand their obsession with the living blood. Some of them abandon the worship of the gods to contemplate the mysteries of the living blood. Occasionally people become Bloodmages without consciously knowing it, discovering their affinity for blood and pain. Bloodmages are not necessarily evil, simply focused on the thing that gives them power. A legend speaks of a Paladin Bloodmage who was a paragon of virtue, but pure holy hell to his enemies when blood was spilled on the battlefield.
Some of the Bloodmage's powers obviously only work if the creature has blood. Bloodmages consider things that don't have blood (undead, gelatinous cubes, etc) to be abominations. Plants are all right, but you probably won't see a vegetarian Bloodmage.
If a character decides that one of the Bloodmage's class features is against their alignment (some might think that Shield of the Veins and Healing of the Veins smacks too much of necromancy and vampirism) the Bloodmage can choose not to use them. Be warned however, the living blood can make strong demands on an awakened Bloodmage.
Also, before anyone asks - Yes, I have seen the Blood Witch from R&R and the Blood Magus from T&B. I wrote this class well before either book had even come out.

Magus stood at the apex of the hill, watching the bandits amass for their assault. He stood between them and the woman he loved. Only the fact that she was of noble blood mattered to them; her ransom would be rich, and her beauty richer. The young noblewoman barely knew Magus at all, he was naught but a half-crazy mage living out in the wilds of her father's estate, but he had loved her since she was but a babe in arms, and he barely a stripling boy.
He had always dreamed of the day when he would be able to impress her, and in his own way began to make sure she wouldn't forget him when they finally met formally. He wanted to be the mightiest wizard in the kingdom, and was willing to sacrifice a great deal to do it, even his own blood. He found that bleeding himself gave him a sense of power, and few of his enemies could escape him once he had marked them with his dagger and spells. He almost single-handedly had driven out most of the bandits from the south of her father's lands, and the girl, Ellaya had come in her father's place to tender his gratitude.
Treachery had seen her escort of guards slaughtered as they traveled, and only purest luck that Magus had been nearby saved Ellaya from the worst of the bandits' tender mercies. He had held off the remaining few by his own knowledge of the woods he lived in, his own knowledge of self-defense, as well as his own powerful magic. He had caused one to fall, screaming, as the bandit that had suffered a minor wound at his hand found his blood beginning to burn. Others fell to spells of fire and acid. They treated him with more caution after that.
Ellaya was lucky in the fact that she had fainted during the first attack, and could not be horrified at his actions. Now Magus stood on the hill, daring the bandits to charge him, to face his spells when he was most vulnerable. He pulled out his obsidian dagger in practiced grace, and dropped his light, wrapped shirt from his body, revealing a torso and arms hideously scarred in dozens of places.
He easily cut his arm, the blood running hot down his arm, filling him with power. As the bandits moved up the hill, a spell of acidic arrows flew from him, filled with the power of his living blood, striking several bandits, causing them to scream in agony. The remaining few retreated from the crazy mage. They took no chances now; each strung their bow, a full dozen arrows were knocked and aimed at Magus.
He gave a full-throated laugh, and threw his head back, extending his arms to his sides and clenching his hands into fists. The arrows flew, most striking, thudding into his body with murderous precision. Yet Magus laughed again, as he felt an enormous power built of pain and blood rising inside of him as his flanks were stained crimson. He called the spell of fire into their midst, and it roared up impossibly powerful, catching most of the bandits. The ones that could, fled, shrieking in half-mad gasps.
Magus turned just in time to see the lovely Ellaya waking up, and screaming at the sight of his bloodstained body, arrows still peppering his flesh. He closed his eyes as an entirely different kind of pain filled his heart.
Bloodmage
The Bloodmage believes a power resides in all of us; in the thunder of the beating heart, the pulse of the blood, and the bleeding of a wound. The power of living blood is something that is learned or discovered only by a few of the strong. A few mages or warriors of strong constitution and iron will have been grievously wounded in a battle, and found their powers and strength increased because of it. There seems to be no special lineage or class, no special prior philosophy that sets Bloodmages apart from the rest. A Bloodmage could be a raving beast of a warrior with a touch of magic in his veins, or a scholar-wizard that has been pushed to do what is necessary to preserve his life. High level Bloodmages are particularly frightening to behold, as their bodies are covered with scars from the demands of the living blood powers.
Sorcerers are the most common Bloodmages, along with the occasional wizards (though few wizards would admit to it). In some circumstances, druids and magically inclined barbarians have been known to develop the knack for the power of the living blood. Because several of the powers are good for tracking, some rangers are willing to follow the path of the Bloodmage as well.
Hit Dice: d6
Requirements
To qualify to become a Bloodmage, a character must fulfill all the following criteria.
Concentration - 8 ranks
Knowledge (arcana) - 4 ranks
Craft (weaponsmith) - 6 ranks
Ability to cast spells (any type)
Feats - Iron Will, Toughness
Class Skills
The Bloodmage’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (weaponsmithing) (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Spellcraft (Int), and Tumble (Dex).
Skill points at each level: 2 + Int Modifier per level.
Designer's Note: Intimidate is a class skill because of the Bloodmage's fearsome appearance. Heal because of the multiple times that a Bloodmage will cutting himself over the course of his existence, and Jump and Tumble because the powers of a Bloodmage sometimes require him to personally attack someone in battle and get away quickly. Appraise and Craft are to help make or purchase an appropriate Bloodblade.
LvL...BAB...Fort...Ref...Will...Special...Spells per Day/Spells Known
1.......+0.....+2.....+0.....+2.....Bloodblade (+1), Blood Sense, Blood Strength 1/day...+1 spellcaster level
2.......+1.....+3.....+0.....+3.....Focus Through Pain, Blood Burn 1/day
3.......+1.....+3.....+1.....+3.....Bloodblade (+2), Blood Identification, Weapon Focus: Dagger...+1 spellcaster level
4.......+2.....+4.....+1.....+4.....Pain Resistance, Blood Strength 2/day...+1 spellcaster level
5.......+2.....+4.....+1.....+4.....Bloodblade (+3), Blood Burn 2/day, Blood Track
6.......+3.....+5.....+2.....+5.....Blood Power...+1 spellcaster level
7.......+3.....+5.....+2.....+5.....Bloodblade (+4), Shield of the Veins...+1 spellcaster level
8.......+4.....+6.....+2.....+6..... Healing of the Veins, Blood Strength 3/day
9.......+4.....+6.....+3.....+6.....Bloodblade (+5), Blood Burn 3/day
10.....+5.....+7.....+3.....+7.....Blood Strike...+1 spellcaster level
Class Features
All of the following are class features of the Bloodmage prestige class.
Weapon and Armor Proficiency: The Bloodmage is proficient with all simple weapons, but with no armor or shields.
Spells: A Bloodmage continues training in his prior spellcasting profession. At each indicated level, he gains new spells and new spells per day as if he had gained a level in his previous spellcasting class. He does not, however, gain any other abilities, such as bonus feats, familiar progression, or increased turning ability. If he has one than more spellcasting class, he has to choose which to add his Bloodmage caster levels to. Once chosen, he cannot switch.
Special: The Bloodmage is in many situations were he is wounded or wounds himself. This eventually results in the Bloodmage being heavily scarred (though many hide it with concealing clothes). Beginning at 2nd level and every even level after that a Bloodmage suffers a -1 to Charisma-based skill checks such as Diplomacy, Perform, and Gather Information if his scars are seen. However, if the Bloodmage encounters an individual or a culture that considers scars worthy of respect, such as orcs, this penalty becomes a bonus. Also, this penalty turns into a bonus when attempting an Intimidation check, if he lets his scars show.
Bloodblade: The Bloodmage is a person that cuts himself often to gain power, or cuts other to use their blood against them. Thusly he becomes attuned to the instrument that makes the blood flow. At first level, the Bloodmage must procure a masterwork dagger, worth no less than 500gp due to workmanship, materials, or secrets of construction. It is with this blade, and this blade alone that triggers his blood-bought power when not being hit in the heat of combat by enemies. There is something about the desire to kill someone that allows a wound inflicted by an enemy to bring forth a Bloodmage's power as easily as the deliberate act of cutting the wound by his self. The Bloodblade becomes a magical item in the hands of the Bloodblade, resonating to the power of the living blood, becoming a +1 weapon at 1st level, +2 at 3rd, +3 at 5th, +4 at 7th, and +5 at 9th. Despite the magical enhancements, the Bloodmage has precise control over how he cuts himself, and may cut himself with the Bloodmage for any amount of damage (up to the maximum possible) as he pleases.
Note: The Bloodmage must have a bleeding injury, of at least two hit points worth of damage, to use any "Blood" power (any ability with Blood in the name). A bleeding injury is one inflicted by a slashing or piercing attack. Such wounds overlap for the purposes of determining whether he can use a power; thus if the Bloodmage has been slashed at by an axe-wielding enemy for five points of damage, he may use any "Blood" power that he's entitled to until his wounds are healed. He may also precisely cut himself for two points of damage with the Bloodblade. Because cutting himself is an action performed often, the Bloodmage may cut himself with the Bloodblade as a free action that does not provoke an attack of opportunity. Optionally he may choose to make a big production out of it, perhaps chanting ominous-sounding nonsense words to intimidate his enemies (Intimidate check at DM's option). If he chooses the later route, it is a standard action and provokes an attack of opportunity.
Blood Sense: The Bloodmage is able to tell at will, up to a distance to 30 feet, if a creature has had a bleeding injury up to as many days ago as he has Bloodmage levels, even if the wound is well hidden. Also he can detect current bleeding injuries, even if carefully bandaged, hidden, or covered with illusion. This allows to Bloodmage to know if his adversary has been weakened by injury or blood loss, and also helps him to determine if he can use the Blood Burn power.
If the person suffered damage by bludgeoning weapons, spells, poison, or other non-blood loss means, then this power cannot be used to determine if a creature is injured. (SU)
Blood Note: Constructs, elementals, oozes, plants, undead, and vermin cannot be identified and/or affected by Blood Sense, Blood Identification, Blood Track, Blood Burn, Healing of the Veins, or Shield of the Veins.
Blood Strength: By tasting their own blood, the Bloodmage gains a +4 to Strength for a number of rounds equal to his Bloodmage level. He may do this 1/day at level 1, 2/day at level 4, and 3/day at level 8. This is not quite like a barbarian's rage, though those watching may assume it is. It is more like a burst of energy, but not as strenuous as Rage. (EX)
Focus Through Pain: Because the Bloodmage is used to pain and injury, he can add his Bloodmage level to Concentration checks made when hit casting during combat. (EX)
Blood Burn: If a creature is bleeding, the Bloodmage may focus on it for one round, reaching out to the power of the living blood (Max range of 30 ft). One round after focusing, the creature's blood begins to burn from the tempered will of the Bloodmage, causing 1d6+1 points of damage per round for a number a rounds equal to the number of Bloodmage levels attained. If the bleeding is stopped (with healing magic or a successful Heal check), the Blood Burn ends prematurely.
A Fortitude save (DC 10 + Bloodmage levels + Con mod) may be made for half damage. The Bloodmage may do this 1/day at 2nd level, 2/day at 5th level, and 3/day at 9th level. While it feels like a burning sensation, the blood is not truly burning, so heat/fire resistance does not apply, though spell resistance does. To make a caster level check for this ability, use the character's total caster level. A bleeding injury is considered one made by a slashing or piercing attack. (SP)
Blood Identification: By examining blood spilt from a creature that still lives (as per Blood Track) a Bloodmage can identify what kind of creature it came from (Humanoid, animal, aberration...). The blood can only be up to two hours old for this identification to take place. Obviously, blood from things like undead, plants, etc, cannot be identified as they do not have blood. (SP)
Weapon Focus, Dagger: The Bloodmage frequently, some would say almost exclusively, uses the dagger. +1 to attack rolls with the dagger, per the feat.
Pain Resistance: The Bloodmage can easily ignore pain. During any attacks, spells, or abilities that cause debilitation due to pain, the Bloodmage gets a +4 to the save, or gains a save if one is not normally permitted. If the save is made, the Bloodmage suffers no ill effects, if the save is failed, he takes only half effects (half time, half intensity, at DM's discretion). (EX)
Blood Track: Due to the echo that spilled blood can leave, the Bloodmage can tell, at will, if blood from a still living creature was spilled in an area up to as many days ago as he has Bloodmage levels. It does not matter if the area has been cleaned up in any fashion, or even if the blood was somehow removed, the Bloodmage is sensing the echo of the living blood. He can also detect the direction the creature is (but not distance), as long as it is still living and on the same plane. (SU)
Blood Power: If a Bloodmage chooses, he may cut himself for no less than 5 points of damage (does not stack with the usual penalty for using Blood powers). During the next round, any spell he casts will be cast as if it were Empowered (per the Empower Spell feat). He may do this as many times as he cares to cut himself. He must pay the +2 level increase cost as normal, this is simply the equivalent of a free feat.(SU)
Shield of the Veins: If the Bloodmage tastes the blood of a living creature (see Living Blood note below) he gains insight and resistance to it. If the creature is a spell caster, the Bloodmage gains a +4 to saves against their spells, or gains a save if one is not usually allowed. If the creature is a fighter, the Bloodmage gains insight to how they fight, and gets a +4 insight bonus to AC against them. If the creature has unique abilities, like a basilisk's stare, the Bloodmage gets a +4 to saves against it, or gains a save if none is usually possible. If the creature is any combination of these things (spell caster/fighter, special abilities/spell caster) the Bloodmage gets all appropriate bonuses.
As each creature is unique, so its blood is unique. Shield of the Veins can only be used on an individual creature. Being protected from one sorcerer does not protect you from another. Tasting the blood of one basilisk doesn't protect you against its mate. Usually this ability is used by having the Bloodmage himself inflict a bleeding wound on the creature to be shielded against, then tasting the blood as a move-equivalent action that does not provoke an attack of opportunity. These bonuses last 1 hour +1 round per Bloodmage level. The Bloodmage may do this three times per day. (SP)
Living Blood Note: Blood from a living creature (for the Shield of the Veins and Healing of the Veins abilities) must be used within 5 rounds. It is NOT possible for a Bloodmage to get a band of adventurers to get a blood from a basilisk and then taste it before facing one like a potion of basilisk resistance. For the Shield of the Veins and Healing of the Veins abilities to work, the blood must be fresh and the creature must still be living. This is usually dangerous to the Bloodmage because he is usually the one that has to cut the creature.
Healing of the Veins: The Bloodmage is able to replenish himself through others' living blood. He makes a regular attack roll with his Bloodblade. If successful, it causes quadruple damage because of the power a Bloodmage has invested in the attack. The blood is then absorbed as it flows over the Bloodmage's hand. This causes the Bloodmage to heal the amount of damage that was dealt. This requires a full-round action. He must declare he is attempting a Healing of the Veins attack, and if he misses, he uses up that attempt for the day. Usable three times per day. (SP)
Blood Strike: If the Bloodmage takes more than 25 points of damage in a round, and that damage causes bleeding wounds, the next round the Bloodmage may cast a maximized spell, per the Maximize Spell feat. However, he does NOT have to cast the spell as if it were three levels higher. The Bloodmage may do this as many times in which that situation occurs. (EX)
Roleplaying Notes: The Bloodmage is a rather fearsome person, and few understand their obsession with the living blood. Some of them abandon the worship of the gods to contemplate the mysteries of the living blood. Occasionally people become Bloodmages without consciously knowing it, discovering their affinity for blood and pain. Bloodmages are not necessarily evil, simply focused on the thing that gives them power. A legend speaks of a Paladin Bloodmage who was a paragon of virtue, but pure holy hell to his enemies when blood was spilled on the battlefield.
Some of the Bloodmage's powers obviously only work if the creature has blood. Bloodmages consider things that don't have blood (undead, gelatinous cubes, etc) to be abominations. Plants are all right, but you probably won't see a vegetarian Bloodmage.
If a character decides that one of the Bloodmage's class features is against their alignment (some might think that Shield of the Veins and Healing of the Veins smacks too much of necromancy and vampirism) the Bloodmage can choose not to use them. Be warned however, the living blood can make strong demands on an awakened Bloodmage.