"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.
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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.
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Level |
Attack Bonus |
Save |
Save |
Save |
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Blood component, stanch | |
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Scarification | +1 level existing arcane spellcasting class |
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Death knell | |
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Blood draught | +1 level existing arcane spellcasting class |
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Infusion | |
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Gore | +1 level existing arcane spellcasting class |
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Thicker then water | |
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Awaken blood | +1 level existing arcane spellcasting class |
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Homunculus | |
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Bloodwalk | +1 level existing arcane spellcasting class |