Blood-blade Mage(3.5e Class)

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Blood-blade Mage
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Status: incomplete
Editing: Constructive edits welcome

Contents

[edit] Blood-blade Mage

Born from fearsome combat-type Wizards of old, these magi are slightly tougher than common wizards and use their own blood to augment their casting and combat abilities. However for the same reasons that they are powerful, they are also quite fragile, loss of their own blood is a double edged sword. Each sacrifice causes harm and risks possible death, but in return enemies can often be brought down more quickly, ending battles quickly and saving lives.

[edit] Making a Blood-blade Mage

The Blood-blade Mage is essentially a force multiplier. The Blood-blade Mage can go from a common caster to very dangerous close-quarters damage build or if desired a superior ranged caster type in literally no time flat. The downside is typically having to throw away hit points when you want them most (during a battle), especially on a class that comes with only a couple more hit points on average than a Wizard or Sorcerer. The Blood-blade Mage is never to be confused with a tank. He has the ability to withstand some damage, but prefers to avoid damage altogether by sacrificing a few hit points right off to strike first, and hopefully kill the enemy before they can hurt him. The Blood-blade mage is weakest early on and must rely on his party a great deal. He will likely be the weakest link in his party until he reaches level 8, when he gets Dying Man's Lament (1/day) which is essentially a get out of dying free card. At level 10 he will have pretty much come into a league of his own with Blood Sacrifice (Spells), which will enable him to chain out spells in order to end a battle early, or conversely using unusual spells to heal back lost hit points (Bear's Endurence, False Life, Vampire Touch, and Polymorph; not as broken as they may seem)

Abilities: Constitution and Intelligence are most important him. Constitution helps him overcome his disadvantage of only having d6 hit dice, while also being crucial to how frugally he sacrifice his blood. Intelligence meanwhile ties directly to his spell casting ability.

Of moderate importance is Dexterity and Strength. Dexterity gives him better armor to defend his fragile health and helps with his ranged attacks (usually thrown daggers or axes). Strength is less important because many Blood-blade Magi use Weapon finesse to increase damage. Nonetheless if he enjoys wielding martial or even exotic melee weapons it is not without merit.

Of least importance are Charisma and Wisdom. Most Blood-blade Mages have little use for either. Most commonly used in multiclass characters needing one or the other for their additional class.

Races: Treat the Blood-blade Mage class as a Wizard when determining the favored class of a particular race. Despite their Wizard ancestry, High Elves seldom choose this class due mostly to the importance of a high constitution score. Hill Dwarves are a good pick here for both the elevated Constitution score(losing very little with a -2 Charisma score) and having abilities that lend themselves to fighter types. Alternatively, Rock Gnomes are also a good choice. They have elevated Constitution and the loss of Strength can be mitigated with Weapon Finesse (a feat that many Blood-blade Mages pick up anyway). Also, not to be forgotten is their small size, stronger party members can toss you right into the action, where you pose little risk to party members and can take optimal advantage of you fighting style. Humans on occasion will gravitate towards this class.

Alignment: Any

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: Complex

Table: The Blood-blade Mage

Hit Die: d<-6->

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 Acidic Blood, Blood Sacrifice -Haste 3 1
2nd +1 +0 +0 Bonus Blood Feat 4 2
3rd +1 +1 +1 Bonus Blood Feat 4 2 1
4th +2 +1 +1 Summon Familiar (Homunculus) 4 3 2
5th +2 +1 +1 Blood Sacrifice -Attack 4 3 2 1
6th +3 +2 +2 4 3 3 2
7th +3 +2 +2 Alignment Enhanced Blood 4 4 3 2 1
8th +4 +2 +2 Dying Man's Lament 1/day 4 4 3 3 2
9th +4 +3 +3 4 4 4 3 2 1
10th +5 +3 +3 Blood Sacrifice -Spell Casting 4 4 4 3 3 2
11th +5 +3 +3 4 4 4 4 3 2 1
12th +6/+1 +4 +4 Bonus Blood Feat 4 4 4 4 3 3 2
13th +6/+1 +4 +4 Bonus Blood Feat 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 Immunity to all poisons 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 Dying Man's Lament 2/day 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 4 4 4 4 4 4 4 4 3 3
19th +9/+4 +6 +6 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 Character becomes a Vampire, see notes. 4 4 4 4 4 4 4 4 4 4

Class Skills (<-2-> + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).

[edit] Class Features

All of the following are class features of the Blood-blade Mage.

Weapon and Armor Proficiency: Blood-blade Magi are proficient with all simple weapons, Spiked Chain, Throwing Axe, and Rapier. They are proficient with all Light Armors (and do not suffer the Arcane Failure Chance associated with those armors), but not with shields.

Acidic Blood (Ex): Available at 1st level or higher. The Blood-blade Mage's blood is artificially acidic. The Mage himself is immune to damage from his own blood, because the acid blood mixture is of a composition that is different from common acid. For this reason, resistances to acid of other creatures damaged by this acid are reduced to half. If at any time, the Blood-blade Mage suffers a physical injury, acid sprays forth from the wound dealing 1d4 +1/per level damage directly toward the adjacent square from which the the attack originated. All other adjacent squares take teh same amount of damage, but reduced by half. The blood may be applied to weapons and the blood's damage is stacked with the damage done by the weapon.

Blood Sacrifice - Haste (Ex): Available at 1st level or higher. Once per round, the Blood-bladed Mage may sacrifice half his hit points (rounded up) to double the "swiftness" of an action. The affected action no longer provokes an attack of opportunity. This ability is treated as an immediate action and can never last more than a single round. Sacrifice causes hit points to flow in the form of blood out of a wound (will create a wound if doesn't already exist) on the character's body. It is assumed that this blood automatically covers the character's hands and any objects they are holding. Given enough time, it is also possible that the blood can be collected in a container, but it may never be returned to the character's body.

Though "Blood Sacrifice -Attack" may only be used once per round, it may be used in conjunction with "Blood Sacrifice -Attack" (once per round) and "Blood Sacrifice -Spell Casting" (once per round), for a maximum of all three happening once each in the same round.

Examples of applications: His move speed is doubled for a round. His fly speed (if he can fly) is double for a round. His swim speed is doubled for a round. Improve an action by one step, a Full round action becomes a standard action. (Steps: Full Round Action-> Standard Action/Move Action-> Free Action-> Swift Action-> Immediate Action) Make a Sleight of Hand DC be reduced by half. His initiative modifier doubles.

Blood Sacrifice - Attack(Ex): Available at 5th level or higher. Once per round, the Blood-bladed Mage may sacrifice half of his hit points (rounded up) to make a attack (this id done in addition to any other actions the player would normally take on his turn). It must be an attack that he knows how to perform (i e, if you want to use Precise Shot, you must already have that feat). The affected action may still provoke an attack of opportunity. This ability is treated as a swift action and can never last more than a single round. Sacrifice causes hit points to flow in the form of blood out of a wound (will create a wound if doesn't already exist) on the character's body. It is assumed that this blood automatically covers the character's hands and any objects they are holding. Given enough time, it is also possible that the blood can be collected in a container, but it may never be returned to the character's body.

Though "Blood Sacrifice -Attack" may only be used once per round, it may be used in conjunction with "Blood Sacrifice -Haste" (once per round) and "Blood Sacrifice -Spell Casting" (once per round), for a maximum of all three happening once each in the same round.

Alignment Enhanced Blood(Ex): Available at 7th level or higher. The acidic blood is further enhanced by the nature of the Blood-bladed Mage. If Good aligned, 1d4 +1/per level of positive damage is added to the acid damage. If Neutral aligned, 1d4 +1/per level of cold damage is added to the acid damage. If Evil aligned, 1d4 +1/per level of negative damage is added to the acid damage.

Blood Sacrifice - Spell Casting(Ex): Available at 10th level or higher. Once per round, the Blood-bladed Mage may sacrifice half of his hit points (rounded up) to cast a spell (this id done in addition to any other actions the player would normally take on his turn). It must be a spell that he knows how to to cast and he must have the spell slot available to do so. The affected action may still provoke an attack of opportunity. This ability is treated as a swift action and can never last more than a single round. Sacrifice causes hit points to flow in the form of blood out of a wound (will create a wound if doesn't already exist) on the character's body. It is assumed that this blood automatically covers the character's hands and any objects they are holding. Given enough time, it is also possible that the blood can be collected in a container, but it may never be returned to the character's body.


Though "Blood Sacrifice -Spell Casting" may only be used once per round, it may be used in conjunction with "Blood Sacrifice -Attack" (once per round) and "Blood Sacrifice -Haste" (once per round), for a maximum of all three happening once each in the same round.

Dying Man's Lament (Ex): Available at 8th level or higher. If at anytime the Blood-Blade Mage's hit point total would be reduced to an amount less than 1, from an amount greater than 1, his Hit Point total becomes 1 instead. Alternatively, if your hit point total is above 1 and you failed a saving throw that resulted form suffering massive damage, your hit point total becomes 1. No other affects are changed (i e if character is poisoned he remains so). This ability is an immediate action and can only be used once per day (level 8)or twice per day (level 16), see Table: The Blood-bladed Mage.

Spells: A Blood-blade Mage casts arcane spells which are drawn from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, the Blood-blade Mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + Blood-blade Mage’s Intelligence modifier.

Like other spellcasters, a Blood-blade Mage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Blade-blood Mage. In addition, she receives bonus spells per day if she has a high Intelligence score.

A Blood-blade Mage’s selection of spells is extremely limited. A Blood-blade Mage begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new Blood-blade Mage level, he gains one or more new spells, as indicated on Table: Blood-blade Mage Spells Known. (Unlike spells per day, the number of spells a Blood-blade Mage knows is not affected by his Intelligence score; the numbers on Table: Blood-blade Mage Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the Blood-blade Mage has gained some understanding of by study. The Blood-blade Mage can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered Blood-blade Mage level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the Blood-blade Mage “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Blood-blade Mage spell the Blood-blade Mage can cast. A Blood-blade Mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a Blood-blade Mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Table: Blood-blade Mage Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

Vampirism(Ex): At level 20, the Blood-bladed Mage becomes Evil and becomes a vampire. If player was previously Good aligned, his alignment enhanced blood causes his newly vampire body to explode. The effects of the positive energy explosion are as follows:

-The explosion deals 20d20 +20 damage with a radius of 3 feet, each additional 3 feet reduces the blast damage -1d20 - 1. (i e, at a radius of 30 feet, damage would be equal to 10d20 +10) Half of the damage is positive damage and half of the damage is sonic damage. -Causes Daylight to appear with a 60-ft. radius. -Causes Hallow to appear with a 60-ft. radius. -All those caught in the blast radius are blinded and deafened for 1 hour. The character can only be brought back to life using Wish or True Resurrection. However upon being brought back to life, the conflict of being a good vampire again causes him to explode just as before. See item Holy Man's Lament. Neutral Alignment Enhanced blood remains unchanged.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

==== Epic Blood-blade Mage ==== (incomplete)

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

[edit] <-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

[edit] Campaign Information

[edit] Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

[edit] <-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

[edit] <-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

[edit] <-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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