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| HalfMunchkin03-20-06, 11:05 PM | Blood Master Flavor Text Hit Die: d12 Class Skills: Bloodcraft** (Con), Concentration (Con), Heal (Wis), Intimidate (Cha) and Survival (Wis) **Functions as Spellcraft and Psicraft, but only for the purpose of learning spells and powers for the Blood Spell class feature and does not stack with ranks in Spellcraft and Psicraft. Skill points at first level: (2 + Int modifier) X4 Skill pints at each additional level: 2 + Int Modifier BAB: +0 Saves: Fort high, Ref and Will low Level__Special 1st___Life's Blood, Toughness 2nd___Blood Spell 0 3rd___Constitution Bonus +1 4th___Blood Spell 1, Greater Healing 5th___Blood Weapon 6th___Blood Spell 2 7th___Constitution Bonus +1 8th___Blood Spell 3, Improved Toughness 9th___Fast Healing 1/hour 10th__Blood Spell 4 11th__Constitution Bonus +1 12th__Blood Spell 5, Dwarven Toughness 13th__Blood Shield 14th__Blood Spell 6 15th__Constitution Bonus +1 16th__Blood Spell 7, Giant Toughness 17th__Fast Healing 1/minute 18th__Blood Spell 8 19th__Constitution Bonus +1 20th__Blood Spell 9, Draconic Toughness Armor and Weapons Proficiency: Simple weapons, light armor and shields (except tower). (Inflicting wounds for the Blood Master's class features is a free action that does not require a concentration check.) Life's Blood: The Blood Master has an exstrardinary amount of power flowing through her blood that by sacrificing her health, she can empower other aspects of herself: -Base Attack Bonus: At the begining of each day, the Blood Master may sacrifice a number of hit points to increase her BAB to a maximum of her class level for 24 hours. This increase counts towards extra attacks. -Skill Points: Each time a new level is gained by the Blood Master (even from other classes), the Blood Master may permanently sacrifice any amount of hit points, to a maximum of half her class level (rounded up), to gain an equal amount of skill points. -Armor Class: At the begining of each day, the Blood Master may sacrifice a number of hit points to icrease her natural armor bonus by the same amount, to a maximum of her constitution modifier. this bonus lasts for 24 hours. -Action Points: The Blood Master may permanently sacrifice her hit points through out the day to gain the benefits of spending the same amount of Action points. (If action points are used in the campaign, then these are in addition to them) Blood Spell (Sp): The Blood Master can duplicate any spell she has witnessed or researched (Bloodcraft DC 15+spell level) from any spell list of the maximum allowed level by inflicting an amount of damage upon herself equal to triple the spells level plus 1/10 of the material component and/or focus gold piece cost (rounded up), if there is a listed monetary cost. XP costs are paid normally. This ability is usable at will. Caster level is equal to Blood Master level and spell DC's are 10+spell level+constitution modifier. At 10th level, the Blood Master can also use her Blood Spell ability to duplicate psionic powers. The blood spell pays the costs of psionic powers duplicated as she would spells, except augment costs are payed by inflicting two points of damage per power point needed. The Blood Master may use spell and power completion items as long as the required spell or power is one that has been learned by the Blood Master, not simply on the same spell or power list as a spell or power that she knows. The Blood Master may know a maximum number of spells and/or powers at one time equal to her Bloodmaster level plus her Constitution modifier, whether it is positive or negative. Constitution Bonus: At 3rd level and every 4th Blood Master level thereafter the Blood Master's Constitution score increases by one. This is the same as the racial ability increase gained by all PC's at every 4th class HD. Greater Healing: The number of hit points the Blood Master gains from rest is double the normal rate. The Blood Master also heals constitution damage at a rate of 1 per hour instead of 1 per day. Constitution lost do to ability drain returns at a rate of 1 per day. Blood Weapon (Su): By inflicting 4 points of damage to herself, she can create a weapon out of her own blood. This weapon can be any weapon she is proficient with. This weapon lasts a number of rounds equal to her class level. This ability can be used at will. Improved Toughness: The Blood Master gains the benefits of the Improved Toughness feat even if she does not meet the prerequisites. Fast Healing (Ex): This ability allows the Blood Master to heal hit point damage at a rate of 1/hour at 9th level. This ability increases to 1/minute at 17th level. This ability does not stack with fast healing from other sources. Dwarven Toughness: The Blood Master gains 6 bonus hit points. Blood Shield (Su): By inflicting 5 points of damage to herself, she can create a Shield out of her own blood. This shield provides a +3 shield bonus. This shield lasts a number of rounds equal to her class level. This ability can be used at will. Giant Toughness: The Blood Master gains 9 bonus hit points. Draconic Toughness: The Blood Master gains 12 bonus hit points. Multiclassing: Levels of this prestiege class count as arcane caster levels for meeting the prerequisites of the Blood Magus PrC (ex: a 5th level Blood Master meets the arcane spellcasting ability prerequisite for becoming a Blood Magus) Levels of this class and levels of the Blood Magus stack for the Blood Spell ability. (ex: a 5th level blood master/2nd level Blood Magus can use the Blood Spell ability as a 6th level Blood Master) Comments, constructive criticisms, ideas for flavor text? |
| Realms of Chaos03-20-06, 11:51 PM | So its a masachist. you may want to add spellcraft to its skill list so it can research spells and you may want to put intimidate on as well (what else are those giant scars good for? ;) ) I'd imagine that these guys normally don't live up to epic levels. Surprisingly, this guy is easily the best martyr class around, coming complete with his own flavor. a lone warrior permanently giving up his life, bit by bit, to conquer a mighty foe. kind of brings a tear to my eye. you forget, however, one very important aspect to consider, using the blood of others, including that which you shed from your enemies. :D |
| HalfMunchkin03-21-06, 12:08 AM | you forget, however, one very important aspect to consider, using the blood of others, including that which you shed from your enemies. That's what the Blood Magus PrC is for. Plus, this is a core class. I didn't want to make it too powerful. |
| mrurbanitesmiley03-21-06, 12:26 AM | Wow. That's really powerful. I would dip one level in a combat cleric build, or anyone who is going to see combat but won't have full BaB. Fast Healing is an incredibly strong ability(Basically removes the need for healing by clerics between encounters), and Fast Healing combined with Blood Spell = (practically) unlimited spellcasting in a given day, with access to spells from every spell list. A tad bit overpowered. A level 20 Blood Master can cast a level 9 spell every (9*3)/2 or 14 rounds without taking damage, or roughly 1 spell every 1.5 minutes. Are there any sources for feats other than Masters of the Wild? |
| HalfMunchkin08-14-06, 11:30 PM | I reworded some things and made some of the abilities less powerful. How is it now balance-wise? |
| HalfMunchkin09-02-06, 12:18 AM | No comments? |
| AsimovValentin09-02-06, 12:42 AM | Clarify this for me. THe class has no base attack bonus progression, therefor you use the first ability on Life's Blood, right? |
| frasmage09-02-06, 09:17 AM | pretty cool I don't really like the fact that the BAB is null. That means its a heavy cost at lower levels to bring your BAB and AC up, (though becomes less of an issue later on - almost as null as the BAB ;)) I would say give them "some" BAB, maybe low (1/2) or medium (3/4) and say they can fill the gaps if they please. All in all, i think that the boosts in that one ability can be really unbalancing. At 20th level I am sure I could have at least 40+ con. So I am allowed to have +15 AC? That is huge from a single source. The Action point are also worth much more than one hp. How about increase the hp spent/points gained And yes I can see that the spellcasting being able to access any list is too much. Try giving allowing them a set list (which can be from many sources), but that limits their abilities. It could work to allow them to choose that set list (say they pay permanent hp, but they have in when needed), though they have a limited spell known at each level |
| king1234123409-02-06, 01:36 PM | check out the life mage class in my Sig. it might help its about the same idea. |