Bloodsage (3.5e Class)
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The Bloodsage is a spell caster that uses his or her own blood to deal damage to his or her enemy's.
Making a Bloodsage
Abilities: Intelligence determines how powerful a spell a Bloodsage can cast, how many spells a Bloodsage can cast per day, and how hard those spells are to resist (see Spells below) like a sorcerer or wizard. Constitution modifier increases the amount of damage your spells do you can also use health to cast bonus spells per day.
Races: half-orcs and humans would be typical Bloodsages but there is no required race.
Alignment: any chaotic.
Starting Gold: 5d4 timesx10 gp (100gp).
|Saving Throws||Special||Spells per Day|
|1st||+0||+2||+0||+2||Damaging Blood, Sages Blood, Flesh runes||3||1||—||—||—||—||—||—||—||—|
|2nd||+1||+3||+0||+3||Blood charge 1d4||4||2||—||—||—||—||—||—||—||—|
|3rd||+1||+3||+1||+3||Blood Manipulation +1, Blood Container||4||2||1||—||—||—||—||—||—||—|
|6th||+3||+5||+2||+5||Blood charge 2d4||4||4||3||1||—||—||—||—||—||—|
|7th||+3||+5||+2||+5||Blood Manipulation +2||4||4||3||2||1||—||—||—||—||—|
|9th||+4||+6||+3||+6||Blood charge 3d4||4||4||4||3||2||1||—||—||—||—|
|10th||+5||+7||+3||+7||Blood Manipulation +3||4||4||4||3||3||2||—||—||—||—|
|12th||+6||+8||+4||+8||Blood charge 4d4||4||4||4||4||3||3||2||—||—||—|
|13th||+6||+8||+4||+8||Blood Manipulation +4||4||4||4||4||4||3||2||1||—||—|
|15th||+7||+9||+5||+9||Blood charge 5d4||4||4||4||4||4||4||3||2||1||—|
|16th||+8||+10||+5||+10||Blood Manipulation +5||4||4||4||4||4||4||3||3||2||—|
|18th||+9||+11||+6||+11||Blood charge 6d4||4||4||4||4||4||4||4||3||3||2|
|20th||+10||+12||+6||+12||Blood charge 7d4||4||4||4||4||4||4||4||4||4||4|
Class Skills 2 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Bloodsage.
Weapon and Armor Proficiency: Bloodsages are proficient with all simple weapons, but not with any type of shield. no armor.
Spells: A Bloodsage casts arcane spells which are drawn from the sorcerer/wizard spell list.
To learn, prepare, or cast a spell, the Bloodsage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Bloodsage’s spell is 10 + the spell level + the Bloodsage’s Intelligence modifier.
Like other spellcasters, a Bloodsage can cast only a certain number of spells of each spell level per day unless she uses sages blood. Her base daily spell allotment is given on the Table viewed above. In addition, she receives bonus spells per day if she has a high Intelligence score.
Bloodsages are unique in that they do not have a spell book, but rather they ritualistically scar themselves with the arcane formula required to learn their spells each day. This means that they need never fear losing their spell book, but it also means that the number of spells they can know is limited by their skill. Bloodsages have a limited number of spells known like a sorserer, but a Bloodsage does not need to prepare spells once they are carved in his body, he does however have to use material components. Bloodsages choose their spells from the sorcerer/wizard list and any spells related to blood from any other spell list. The following spells are class spells automatically known and carved into your body upon becoming a Bloodsage.
1st—Blood boil: you boil your enemy's Blood for 1d8 of damage add 1d8 every 2levels.
2nd—Blood Pool: you cast a pool of Blood on the ground that slows and damages foes, cast range of 15 feet with a AoE of 15 feet, the damage is 1d4 per round well in the pool, slows 1/2 the enemy's movement speed.
2nd—Blood drain: you drain an enemy of their blood and transfer it to yourself in order to heal (works like Vampiric Drain) Drain 1d6 hp from an enemy healing 50% damage dealt, +1d6 every other level.
3rd—Blood rises: you cause you enemy's blood to raise to their head stunning them or cause them to pass out for 1d4 rounds, dealing 2d6 damage which is increased by 2d6 every 4 levels.
4th—hemorrhage: hemorrhage can be cast at a 50 foot range and splashes on to all enemy's in a 15 foot radius of the target location, hemorrhage causes all enemy's effected by hemorrhage have increased damage received by Bloodsage spells by 30% rounded up. this effect lasts 5 rounds and ends by doing 2d8 + 30% from the increase. the damage increases by 1d8 per 3 levels.
5th—Avasculate: Works like the spell by the same name (This horrifying spell expels the victim's blood through his or her skin. You must succeed on a ranged touch attack with the ray this spell creates to strike a target. If successful, the subject loses half its hit points and is stunned for 1 round. On a successful saving throw, the victim is not stunned. Range 25 +5/2 caster lv) except that you gain an amount of blood equal to the amount of damage dealt, if you do not have a container to store this blood in the blood is wasted.
Flesh Runes: A Bloodsage does not use a spell book; instead, he inscribes the arcane formula required for his spells deeply into his skin. These runes allow him to channel his lifeblood into the magic he wields. The scars make the Bloodsage suffer a -4 penalty on his Disguise check, to hide the fact that he is a Bloodsage. Anyone who does see the runes however does not necessarily realize their significance, which requires a DC 20 Knowledge (Arcana) check.
Sages Blood: A Bloodsage can cast spells even if all his or her spells per day have be used up but at a cost of level of spell + Bloodsage level + 1/2 the multiclassed levels. (level 4 Bloodsage, level 4 )
Damaging Blood: As a Bloodsage you ADD you Con modifier to your Damaging spells.
Blood Charge: You get Blood charge at 2nd level. Blood charge can be used as a standard action. roll 1d4 heal yourself base on the roll. you can use this ability 3 + Con modifier, times per day is recharged with normal spells. this ability goes up by 1d4 every 3rd level after level 3 (6,9,12,15,18,20)
Blood Manipulation: You manipulate blood to do your bidding, whenever using blood based abilities or spells add 20% the amount of blood in the area to the effect (if a foe has blood and is missing 10 points of hp and you cast a damaging blood based attack you do an extra 2 points of damage.) This stacks so if you use an aoe spell then the amount of extra damage is calculated based on everyone in the area. For each rank you do an additional 20% (+1=20%, +2=40%, etc.)
Blood Container: By performing a 2 hour ritual you may turn any container into a blood container, these containers keep blood fresh and only accept blood, no other items. For each pound of carrying weight you can store 10 hp worth of blood, objects made for fluid will round up to 5 (5,10,15,etc.) objects not made for fluid will round down to 5 (0,5,10,etc.)
Night Stalker: instead of adding you Dex to your move silently you add your Int.
Masochist: You have gotten use to cutting and scarring yourself to the point where pain means nothing to you, you gain an extra +2 hp per level. Additionally you gain a modifier to your concentration skill equal to 10% your max hp rounded down.
Blood Mastery: You have completely mastered the power of blood, as an instant action you can freely move blood at will telekinetically while outside of a living container, while inside of a living container you can only push and pull it allowing you to move anyone with blood (including yourself) at a speed of 30 feet, when done on someone besides yourself they take 1d4 damage per 3 caster level this damage is decreased by their fortitude save per 10 feet traveled. This also provokes an attack of opportunity to everyone in range of the path of movement at a hit penalty of -12 while moving and -6 at the end of the 30 foot move additional if you are in the path of the affected character you get a reflex save instead of an attack of opportunity if you fail you get hit doing 2d4 damage + 1d4 per size category above medium (small does 1d4 and tiny or smaller does 0) If above medium they also knock your character to the ground. If facing the moving character's end point (in the opposite direction of the move) they get an attack of opportunity without hit penalty, if facing the start point in the direction of the move you have -12 to hit unless using a ranged attack that has at least 30 foot range then you take no penalty. If pushed and pulled in the same turn they take an extra 1d6 per 2 caster level of damage. they may make a partial reflex save (+1 to save for every size category above medium (-1 every size below medium) and +2 if exceptionally stable (more than 3 legs or well grounded) If successful they do not move but take 1d4 per 3 caster level without save, if this damage is equal to 1/5th of their total health or more they become stunned for 1 round. If done on yourself there are no side effects besides the attack of opportunity. If attacked by blood infused attacks you gain an attack of opportunity and you are able to turn the attack back on the attacker.
|21st||Bonus Feat, Advanced Masochism|
|24th||Full Blood Control|
|26th||Fast Blood Mastery|
Class Skills 3 + Int modifier per level
Existing class feature: all class features continue to increase as they would at lower levels, gain +1 to spells known per level (for all spell levels) due to mastering the technique of carving spells on your body, for each level gain an additional -1 to disguise checks due to the excessive markings.
Bonus Feats: The epic Bloodsage gains a bonus feat from the Epic Bloodsage Bonus Feat List.
Epic Bloodsage Bonus Feat List: All feats
Advanced Masochism: After cutting and scaring most of your body you have an extreme pain tolerance gain +5 hp every level.
Blood Armor: When attacked instead of taking damage you may choose to lose stored blood at an equivalent rate instead, if you do not have enough stored blood then the remainder will damage your health. (if you have 15 hp worth of stored blood and 60 remaining hp and you get attacked causing 20 damage you lose your 15 stored blood and take 5 damage leaving you with 55 hp)
Hardened Blood: You harden the blood in your veins during physical attacks granting +5 armor to physical attacks
Full Blood Control: All of your blood based abilities that target yourself are always active and you can use any blood based ability at anytime unless asleep or unconscious (you CAN use blood spells while paralyzed, stunned, dazed, etc.)
Fast Blood Mastery: Allows you to move yourself 5 feet in any direction at any time and gives a -5 hit penalty to any attacks targeting you including magical attacks (AOE attacks that you cannot escape do not take the penalty)
Spilled Blood: On every attack do an additional 50% damage if the target has blood, additionally you may use damage yourself, an ally, or another creature (must be a willing target, the target chooses the amount of damage they receive) with blood and do the amount of damage received in additional damage (you may used stored blood for this)
Sunder: Once per day + Int modifier as a standard action you may fully kill one creature with blood by ripping all of their blood from their body, you may then add the amount stolen to your blood container (minimum of 60 hp worth of blood is stolen). Target may attempt a Fortitude and Will save (succeeding just one does nothing, must succeed both) to take 1/2 damage.
Blood Room: You create a rooted room made out of blood around yourself or someone else, the room cannot be damaged or moved except by you, while inside the room you cannot be damaged by anything (unless it can move through the solid walls of the room). While inside you can not move and you have a reflex save of 0, you can not attack or cast any spells unless they go through the solid walls of the room. The exception being if there is any blood outside of the room you may still manipulate it as normal, casting any blood magic you however do not add your CON modifier to the damage and you cannot damage yourself or an ally to increase the damage, you may however increase the damage if someone is already injured, if there is blood or blood containers, or if an ally damages himself outside of the room according to your abilities. It takes 100 hp worth of blood to make a room for a medium sized person -20 hp required for each size category smaller than average and +30 hp required for each size category larger than average.
Playing a Bloodsage
Religion: Due to the rather macabre nature of this class, good deities are not overly welcoming towards a traveling Bloodsage. how ever some Bloodsages believe in helping people but they are chaotic in all they do.
Other Classes: Paladins distrust them at best and are openly hostile at worst, regardless of the Sage’s alignment.
Combat: Bloodsage are similar to sorcerers in that their role is largely defined by the spells they chose to inscribe upon their flesh.
Advancement: Generally multi-classing is not advised due to the inevitable slowing of the Bloodsage’s spell progression.
Bloodsage's in the World
|“||"go ahead Be negative you'll be just my type."||”|
|—vladimir, human, Bloodsage|
Daily Life: Bloodsages often are very solitary, in other causes very charismatic and out going with a great sense of humor.
Notables: Vladimir, Count Dracula, Arystar Krory, Trick(The Blood King).
Organizations: some Bloodsages are in cults. most have no Assembly how ever there are people that one could go to learn blood magic if one wished to.
NPC Reactions: some react with fear others react with adoration. Just depends on which Bloodsage they have met prevesly
Characters with ranks in Knowledge Arcana can research Bloodsages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|20||Bloodsages are dangerous spellcasters who can cast extremely powerful spells that involve using their enemy's blood against them. They cover their bodies in strange runes.|
|30||Bloodsages draw power from the blood flowing through their veins, allowing them to cast spells that go beyond the normal limits of power. The runes allow them to focus and use the power of their blood in their spells.|
|35||At this check result, the character learns the whereabouts of a specific Bloodsage, friendly or otherwise.|
Bloodsage's in the Game
Bloodsage is a free spirit not tied down by rules or law, there are good sages how ever they are rarer more likely they are neutral or evil.
Adaptation: This class does not need to have its slightly evil tone.
Sample Encounter: A NPC Bloodsage would ether need to be in a castle by himself or have a very likable attitude.
Level Adjustment: Adjust the level to balance in your campaign (recommended at least +2)