- Category: Class Options
- Published on Friday, 30 December 2011 14:08
- Written by Matthew
Class Skill: Heal
Bonus Spells: Death Watch (3rd), Death Knell (5th), Vampiric Touch(7th), Animate Dead(9th), Magic Jar (11th), Transformation (13th), Finger of Death(15th), Clone(17th), Astral Projection(19th)
Bonus Feats: Combat Damage, Diehard, Endurance, Empower Spell, Extend Spell, Leadership, Skill Focus (Heal), Still Spell, Silent spell, Toughness
Bloodline Arcana: The blood mage gets a pool of spell points equal to Charisma modifier. He can spend these spell points to raise the DC of his spells. For every poit spent the DC goes up by +1(to a max of +3).
Bloodline Powers: A blood mage has the power to channel life force to fuel his magic. The blood mage can never hold more spell points than his Charisma modifier+2 / level.
Power of Blood (Su): At 1st level, you can take your own life force and use it to power your magic. As a swift action you can convert your up to 6 points of Constitution in to spell points. For every point of Con converted you get 3 spell points.
Metamagic Strength (Su): At 3rd level, you gain the ability to spend spell points in place of raising the spell level to add a metamagic Feat. For every spell level you don’t add it costs you 2 spell points.
Draining Touch (Su): At 9th level, you receive the ability to take strength from others life force as you can for your own life force. You make an touch attack to that does 1d4 points of Constitution damage, Fort save DC 10 + Charisma modifier + half level to negate. For each point of Constitution damage done you gain 3 spell points. There must be a wound on there body that has done at least 1 point of slashing or piercing damage. Unless the target is at half hit points the they gain a +4 bonus to their touch AC because you have to touch a wound to draw forth the power.
Spell Recovery (Su): At 15th level the blood mage can spend spell points to recover expended spell slots. He meditates for a minute then spends 3+1/spell level spell points.
Magic Is Life (Su): At 20th level a blood mage sees little difrence between life and magic. As an immediate action he can spend spell points to recover. For every 3 spell points spent, he recovers 1 Con or 10 hp or in others with a touch costing a standard action. He can also bring back those who have died within a number of rounds equal to their Constitution score at cost of 20 Spell points. If someone is in full heath he can spend 5 spell point to reduce their physical age by 1 year. This could make a blood mage effectively immortal.
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