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Blood Magus
"One slow red river flows through us all."

Fade to red, then nothing.  What happened?  Where are you? No sound, no light, nothing.  You can't see or hear, or even feel your own body.  The awful truth of your plight steals over you... you are dead!

Blood magi are formerly deceased spellcasters who, when returned to life, gain an understanding of their blood's importance, bequeathed by their close call.  they learn to evoke magic from this vital fluid that sustains their lives.  A blood magus can ot be trained, owing to the unusual nature of his enlightenment, and is most likely to be a sorcerer.
Hit Die: d4

Requirements
Spell casting: Ability to cast 3rd level arcane spells.
Skills: Heal 5 ranks.
Feats: Toughness.
Alignment: Any nonlawful.
Special: The blood magus must have been revived after death through another's use of raise dead, resurrection, or other methods of returning life to a dead body.

Class Skills
Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (Int), Heal (Wis), Scry (Int), Search (Int, exclusive skill) and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier

Class Features
Weapon & Armor Proficiencies: A blood magus gain no additional proficiency in any weapon or armor.
Spells per Day: At every second level gained in the blood magus class, the character gains new spells per day as if he had also gained a level in a spell casting class he belonged to before adding the prestige class.
Blood Component (Su): A blood magus may substitute a drop of his own blood for a spell's material component.  The pinprick to draw the requisite blood is a free action that becomes a normal part of casting the spell.  Using this ability deals the blood magus 1 point of damage but raises spell's  save DC by 1.  Substituting blood for a costly material component requires drawing more blood, thus dealing more damage - according to the following chart.
 

Component Cost (gp)
Damage Dealt
1-50
5
51-300
11
301-750
17
751+
23

Stanch (Ex): The blood magus automatically stabilizes his wounds when his hit points drop below 0.  He still passes on if he reaches -10 hit points or below.
Scarification (Ex): The blood magus learns to inscribe spells on his own skin for future use.  Effectively, he gains the Scribe Scroll feat using an alternative medium.  All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions.  Likewise, "reading" a scar follows the same rules as reading a scroll, but only a blood magus can decipher his own scars.  A blood magus may only have six active scars at any one time.
Death Knell (Sp): The blood magus gains the spell-like ability to use death knell as the spell once per day.
Blood Draught (Ex): The blood magus learns how to store spells of up to 3rd level in his own blood.  Effectively, he gains the Brew Potion feat using an alternative medium.  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 maximum number of draughts stored at one time is equal to his levels of blood magus plus his Constitution score, but if he is slain, they are all immediately ruined.
Infusion (Ex): The blood magus prepares a special one time distillation of his own blood.  Partaking of the infusion, he permanently gains 2 points of Constitution.
Gore (Su): A blood magus can draw more blood with any spell that successfully damages a living target.  Using this ability deals the blood magus one point of damage.  The spell becomes "blood seeking" and does an additional 1d6 points of damage.  The blood magus can use the gore and blood component abilities to enhance the same spell, suffering cumulative damage.  This causes a spell that normally has a casting time of one action to become a full-round action spell.
Thicker Than Water (Su): The blood magus's vital fluids are partially under his conscious control.  When he is injured, his blood withdraws from the wound, preventing 1 point of damage.  Effectively, the blood magus has a "hardness" of 1. (Damage reduction 1/0)
Awaken Blood (Su): The blood magus gains the supernatural ability to bestow momentary consciousness on an opponent's blood.  Once per day, he can make a melee touch attack against a living foe.  If he hits, the opponent's blood attempts to get free - all at once.  The hydrostatic pressure disrupts the victim's tissues, dealing 10d10 points of damage.  If he misses, the blood magus can try again until he is successful against an opponent.  "Conscious" blood returns to its natural state after 1 round.
Homunculus (Sp): The blood magus uses his own blood to give life to a new creature - a homunculus.  The homunculus created by a blood magus has the same abilities as those on page 120 of the Monster Manual but is more robust.  It has 6 Hit Dice, its bite attack bonus improves to +5, its saves improve to +5/+2/+3. (Fort/Ref/Will).
Bloodwalk (Su): The blood magus attains the supernatural ability to transport himself over great distances via the blood of living creatures.  Once per day, as a standard action, he can seamlessly enter any one living creature whose size equals or exceeds his own and pass any distance to another living creature in a single round, regardless of the distance separating the two.  If he desires, the blood magus may attempt to make a "bloody" exit from the destination creature.  If the creature fails a Fortitude save (DC 18), the exiting blood magus takes on a solidity a little too soon.  He bursts forth explosively from the creature's body, dealing 16d6 points of damage.  The blood magus must also pass a Fortitude save (DC 13) or take 2d4 points of damage from the shock of his exit.
 

Class
Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells per Day
1st
+0
+2
+0
+0
Blood component, stanch
2nd
+1
+3
+0
+0
Scarification +1 level existing arcane spellcasting class
3rd
+1
+3
+1
+1
Death knell
4th
+2
+4
+1
+1
Blood draught +1 level existing arcane spellcasting class
5th
+2
+4
+1
+1
Infusion
6th
+3
+5
+2
+2
Gore +1 level existing arcane spellcasting class
7th
+3
+5
+2
+2
Thicker then water
8th
+4
+5
+2
+2
Awaken blood +1 level existing arcane spellcasting class
9th
+4
+6
+3
+3
Homunculus
10th
+5
+7
+3
+3
Bloodwalk +1 level existing arcane spellcasting class
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