Blood Magus Wizard [Archive] - Wizards Community

Post/Author/DateTimePost
Shorty_McShort

03-04-06, 11:52 PM
Ok i am using a race from Unearthed Arcana called the water halfling and these are his stats

Blud Klot Necromancer 3 Prohibited Schools Illusion and Enchantment

STR: 9
DEX: 16
CON: 16
INT: 17
WIS: 12
CHA: 8

i am taking the feat collegiate wizard at level 1 followed by Toughness at level 3 and Great Fortitude at level 6 apart from that i am completely undecided about what to do for this character (The only thing i am not allowed to do in the campaign is to desecrate the dead), so some skills and feats and spells would be good thnx :D

Most Books allowed!
Endarire

03-05-06, 02:02 AM
Despite my dislike of the cheesy name, my mechanical advice is thus: If possible, get a water strongheart halfling for an additional feat at the cost of your luck bonus to saves, and take two flaws, most likely Murky-Eyed and Noncombatant. Why do you want to specialize?

-EE
Shorty_McShort

03-05-06, 04:18 AM
the DM will only allow races that are printed as they are you can't change them like to a strongheart water halfling he also doesn't want to allow any of us flaws so yeah, i wanted to specialise coz we have 2 other wizards an enchanter and an illusionist. i just really need sum help on skill selections feats and spells!
Sephanti

03-05-06, 09:46 AM
Seeing as you want to focus on necromany, spell focus and its big brother seem good choices feat wise. If you go all the way with blood magus you might want practiced spellcaster, then again maybe not.

Seeing as blood magus doesn't have any knowledge skills, you should take the points that were going to those during your wizard levels and shift them into bluff. Not like you have anything better to put them in i'm guessing.

spell selection, i suck at spell selection, but i'd say since you're a halfling and your dex is dandy, Ray of exhaustion and enfeeblement and such are good. Obviously once you can, enervation is just lovely. Maybe get some orb of *whatever* spells for things like undead, they also go good with your dex and small (+1 to attack rolls) status.

I'm not real good with spellcasters though, so someone else's advise might be alot better.
Eidolon Faer

03-05-06, 11:30 AM
Blood Magus has some interesting things going for it.

1. There's a level 5 Cleric spell in the Spell Compendium that acts like Raise Dead except it must be cast on you within one round of your death, but you don't lose a level from it. This makes qualifying for the class as simple as walking into your local temple with a sack of gold and a sharp dagger.

2. The Fleshwarper PrC from Lords of Madness is an outstanding mesh with the Blood Magus. Specifically, a Sithilar Graft in that same book can give you Fast Healing 2, and a Silithilar Graft that replaces your heart also has some nice abilities.

3. If I were going to do this one, I'd skip the Wizard part. Instead I'd play a Human Sorcerer and take the (Gold) Draconic Heritage feat from Complete Arcane and the Arcane Disciple (healing) feat from the same source.

a. The Scarification ability is pointless if you already have Scribe Scroll.
b. Fast Healing + Blood Component = free power.
c. Arcane Disciple (healing) gives you very limited use of Healing Domain spells, but that's fine for making Grafts and Blood Draughts and Scarification scrolls.
d. Death Knell + Blood Draught + one of the Draconic feats from Complete Arcane gives you a 3-level increase in effective caster level for Fire spells. I recommend Emerald Fire Fist. Get an appropriate Ioun Stone and a bunch of other junk for the win!

4. Only the first five levels of Blood Magus are worth it if I recall correctly. I think it's sixth that loses you a caster level and gains you the Homonculous ability. Switch into Fleshwarper at that point instead. Losing caster levels is bad, mmkay?

5. It occurs to me that since you're going to have a Familiar anyway due to the requirements of Fleshwarper, and since you're taking Gold Draconic Heritage and are therefore likely to pick up the feat that gives you a breath weapon, take a Fire Mephit Improved Familiar. You can then use the Metabreath spells from Draconomicon or Spell Compendium and share them with your familiar, getting double the joy. This 2-feat combo works for ANY Sorcerer, of course.
Shorty_McShort

03-07-06, 03:29 AM
i like ur idea's but now he is level 5 necromancer also i want to go all the way with bllod magus because in 1 round it is possible without using spells the deal 10d10 +10d6 damge to the same creature. I love the idea of fleshwarper i have already died and because of sumthing crazy i got a true res for 1000 gp i don't really want to start again unless i get a really good idea to use a kobold sorceror with Races of the dragon. i own complete arcane and Arcane disciple isn't in there it might be in umm... Complete divine? with races of the dragon Kobold sorcerors are the ownage. How many levels in Fleshwarper do u have to take to get silithar grafts? Because i think that there might be a good dragon graft that gives u fast healing 2

If i decide to be a kobold i will probably use these stats as there is a feat that is rather good and can let u have aging bonuses without the penalties.

STR: 10
DEX: 14
CON: 10
INT: 12
WIS: 12
CHA: 21
Shorty_McShort

03-08-06, 01:12 AM
bump
PhaedrusXY

03-08-06, 01:26 AM
Here is an evil wizard that I made for an arena contest a while back. I wound up going with a cleric, and so this guy never got used for anything. Some of it might be useful to you. No magic items were allowed in the contest, except for a few healing potions. So none are included in the build.

Hulronin Burblesnarf
Gnome Wizard 10 Specialized in Conjuration, with Necromancy and Enchantment prohibited

AL: Neutral Evil

Str 8 (9+1-2)(Str 6 drugged, 5 after 1 min), Dex 14, Con 18 (16+2, 20 buffed & drugged), Int 18 (17+1, 24 buffed & drugged), Wis 10 (8 drugged), Cha 12

BAB +5, Saves (buffed): Fort +9 (11), Ref +5 (6), Will +7 (7)
[Not included above: +1 vs. Good (Prot. From Good), +5 vs. Poison (antitoxin), +2 vs. Illusion (racial)]

Hit points: 4+9d4+40 = 66.5 avg unbuffed (86.5 w/Bear's Endurance, back to 76.5 w/Drug + Endurance)

Movement 20’

Feats: Scribe Scroll (w1), Spell Focus: Evocation (Flaw1), Greater Spell Focus: Evocation (Flaw2), Sudden Empower Spell (1), Malign Spell Focus (3), Energy Substitution (Cold)(w5), Lord of the Uttercold (6), Violate Spell (9), Sudden Maximize (w10)

Flaws: Noncombatant (-2 melee), Inattentive (-4 Spot and Listen, familiar has same ranks but does not share this Flaw)

Special Qualities: Low Light Vision, +4 Hide, +4 AC vs. Giants, +2 Listen and Craft (Alchemy)

Spell-like Abilities: 1/day Speak with Animals, Dancing Lights, Ghost Sound, Prestidigitation

Equipment: Light xbow, bolts (silver, adamantine, cold iron, any others he needs to beat damage reduction), 8 Cure Medium Wounds Potions (Ask if your familiar can pour them down your throat, saving you an action. :D He has hands while under the effects of Alter Self.), Small Ornate Sacrificial Adamantine Dagger, 2 larval
souls (500 gp), 1 soul in receptacle (200 gp), 1 vial of Agony (liquid pain, 200 gp), 1 dose of Mushroom owder (BoVD 43, 100 gp), 1 vial of alchemical antitoxin (50 gp, +5 vs. poison for 1 hr, PHB p128)

Skills: Concentration 13+4/6/5, Spellcraft 13+4/6/7, Knowledge: Religion 7+4/6/7, Knowledge: Planes 13+4/6/7, Knowledge: Arcane 13+4/6/7, Bluff 6cc+1

AC 13, 26 buffed Troglodyte form, 28 vs. good (10+4armor+6nat+4shield+2dex)

Ranged Attack: 5+1magic+2dex+1size =+9 (sad...)
Melee Attacks (don’t ask, lol)

Pinky (rat familiar)

Size/Type: Tiny Magical Beast
Hit Dice: 10 (33 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 14 (+2 size, +2 Dex, 28 buffed, 30 vs. good), touch 14, flat-footed 12
Base Attack/Grapple: +5/-7
Attack: Bite +9 melee (1d3-4)
Full Attack: Bite +9 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Deliver touch attacks
Special Qualities: Low-light vision, scent, improved evasion, share spells, empathic link, speak with master, speak with rats, Spell Resistance 15
Saves: Fort +3 (6), Ref +5 (6), Will +8 (9)
Abilities: Str 2, Dex 15, Con 10, Int 10, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +16, Move Silently +12, Swim +10, Concentration 13+0/2, [Spellcraft 13+0/2, Knowledge: Religion 7+0/2, Knowledge: Planes 13+0/2, Knowledge: Arcane 13+0/2, Bluff 6cc-4]
Feats: Stealthy, Weapon FinesseB

Summoned Undead
4-12 headed hydra skeletons
Size/Type:
Huge Undead

Hit Dice:
12d12 (129 hp)

Initiative:
+6

Speed:
20 ft. (4 squares), swim 20 ft.
Armor Class:
13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 12

Base Attack/Grapple:
+6/+20

Attack:
12 bites +10 melee (2d8+6)

Full Attack:
12 bites +10 melee (2d8+6)

Space/Reach:
15 ft./10 ft.
Special Attacks:

Special Qualities:
Darkvision 60 ft., Cold Immunity, DR 5/blunt, Undead Traits

Saves:
Fort +4, Ref +6, Will +8

Abilities:
Str 23, Dex 14, Con -, Int -, Wis 10, Cha 1
Skills:
Listen +9, Spot +10, Swim +14

Feats:
Combat ReflexesB, Improved Initiative



Spells
(Buffed Save DCs= 17 +spell level +2 for Evocation +2 for Evil/Vile spells)
(Caster level =12 for all, or 20 to beat Spell Resistance):
0th: No Light (BovD 100),Resistance
1st: Shield, Mage Armor, Obscuring Mist, Grease, Protection from Good, Silent Image
2nd: Alter Self, Mirror Image (4+1d4 images), Bear's Endurance, Protection from Arrows, Rope Trick, Fox's Cunning
3rd: Fly, See Invisible (yes, it's 2nd. not enough slots, heh), UtterCold Fireball (x3)
4th: Evard's Black Tentacles, Dimension Door, 2 Violated UtterCold Fireballs(1/2 cold, ½ negative energy, ½ vile, cast with a larval soul to increase DC to 26. Use Sudden Maximize + Sudden Empower on these), Lesser Globe of Invulnerability
5th: Call Nightmare (BovD 87), Cloudkill, Summon Undead V (Cast with Agony spell component to increase caster level to 12th)

Strategy
Arena Round: During the buff round, cast Mirror Image, and share it with your familiar. When the fight starts, cast Obscuring Mist, then move a bit so your enemies don't know exactly where you are inside the mist. Summon a Rope Trick, get into it, and have your familiar pull the rope up behind you. It should be somewhat difficult to find the entrance, since it's above the ground, invisible, and inside the Obscuring Mist. Hopefully that will buy you a few rounds.

Cast Call Nightmare. Unfortunately this takes 1 minute, or 10 full rounds. This is by far the weak spot in this character’s tactics. If he gets interrupted during this, he’s just another wizard. So you might want to take even more protective precautions than the Rope Trick + Obscuring Mist (like casting a Wall of Ice over yourself). Once it arrives, have the Nightmare take you to the Ethereal plane. Cast all your "buff" spells, and share them all with your familiar. Make him look exactly like you with Alter Self. So there will appear to be two troglodytes, right next to each other, each with a host of Mirror Images. Your enemies will have to guess which of them to attack every time. Cast the Lesser Globe of Invulnerability last, and use Sudden Extend on it.

Have the Nightmare then use Astral Projection on you all. You all travel back to the Prime Material Plane and form new bodies. During the group phase, the Nightmare can do this with all your allies, also (up to 8 creatures + itself). When you return, lay waste to your competitors. Don't worry about defense because you literally can't be killed. If you die, you'll just return to your real body, and the Nightmare can send you all back again. The combo of Evard's Black Tentacles + Cloud Kill + dumping area damage spells should work well if you find a mass battle somewhere. Use the Summon Undead spell to summon 12 headed skeletal hydras (or something better, if you can think of anything). Your Cold Fireballs will actually heal the hydras, thanks to Lord of the Uttercold.

Optional Modifications to the strategy:

1) Not summoning the Nightmare. The Call Nightmare spell takes so long to cast, that a lot of the competitors will probably be dead by the time you get it summoned, go to the Astral, buff yourself, and come back. So you may want to just skip that step during the Arena battle in the first stage. This won’t change your tactics much, other than that. Just fly around, and rely on your buffs to keep you alive while you dish out as much carnage as possible. You will have a couple of free 5th level spell slots to do what you want with, though.

2) Not using any buff spells, and relying on Astral Projection entirely for defense. This might work, depending on how long the DM says it takes to go from the Astral to the Material plane. If you go with this option, you’ll have quite a few lower level spell slots available for offensive spells.

3) No Nightmare, minimal buffing time. During the Arena battle, your best option is probably to skip out on summoning the Nightmare, and also casting alot of the buff spells. If you go with this, I'd do it as so (all buffs shared with familiar): during the pre-buff round, cast Mirror Image. During the first round of combat cast Fly and move upwards 30 feet. During the second round, cast Alter Self and turn into a Troglodyte (now it looks like 8+2d4 troglodytes huddled together, thanks to Share Spells). During the third round, you may opt to put up an appropriate buff, or just start "nuking", depending on what threats you're facing and what targets are available. I'd toss out the Summon Undead IV as soon as possible, and follow with Evard's, Cloudkill, and lots of Fireballs.

Non-core sources: Book of Vile Darkness (Call Nightmare, Souls as components, Agony, Mushroom Powder), Libris Mortis (Enervate Spell, Summon Undead), Complete Arcane (Sudden Extend, Sudden Maximize, Lord of the Utter Cold, Energy Substitution)
Shorty_McShort

03-08-06, 01:40 AM
New rules in campaign:
1) NO EVILNESS!!! and
2) NO UNEARTHED ARCANA

Also i would really only like suggestions for my wizard not urs

Thank you Eidolon Faer you have given me a great idea. Save for the fact that i am gonna be a kobold am not taking dragonic heritage and taking Arcane disciple at level 9 ur idea was brilliant and very helpful thank you!

P.S. someone please think of a cheesy name for a blood magus sorceror kobold! (Preferably something with Blud in it)
Shorty_McShort

03-10-06, 02:11 AM
actually just stick with the wizard!!!
Endarire

03-10-06, 02:44 AM
What is your propspective 20 level build?

-EE
Shorty_McShort

03-12-06, 12:36 AM
Well i think the base stats will become:

Wizard 6/ Blood Magus 10/ ??? 4

STR: 9
DEX: 16
CON: 20
INT: 20
WIS: 12
CHA: 8

feats: level 1 Collegiate wizard
level 3 Toughness
level 5 ???
level 6: Great Fortitude
level 9: Arcane Disciple
level 12: Practiced Spellcaster
dunno about rest

Skills i dunno
Eidolon Faer

03-13-06, 12:40 AM
I'd suggest Wizard 6 / Blood Magus 5 / Fleshwarper 9.

Fleshwarpers arent necessarily evil...just eccentric. And the two classes' outlooks mesh startlingly well.

Also, that lost caster level at Blood Magus 6 is a drag. You can dump Practiced Spellcaster this way.

The Draconic Heritage isn't really needed either since I think Blood Magus gets Heal skill in-class. Heal skill 10 ranks is required to buy Graft Flesh, which is the entry requirement for Fleshwarper. The Draconic Heritage thing was more about the ability to double-dip on Metabreath spells.

What Fleshwarper gives is a way to get Fast Healing, which becomes sick and wrong when used with Blood Component. And the special abilities and craft reserve are nice too.
Eidolon Faer

03-13-06, 12:45 AM
Oh...and of course you have a bunch of Cure Wounds potions circulating as Blood Draughts. I almost pity the vampire that bites you.
Endarire

03-13-06, 01:05 AM
I still heavily advise against losing any caster levels.

-EE
Surreal

03-13-06, 01:18 AM
P.S. someone please think of a cheesy name for a blood magus sorceror kobold! (Preferably something with Blud in it)

First name: Ivantyur

:rimshot:
Shorty_McShort

03-13-06, 04:21 AM
hmmm actually that would be a good idea but wouldn't it be better to take 6 levels in wizard 6 levels in blood magus and 8 levels in fleshwarper???
Shorty_McShort

03-13-06, 04:22 AM
hmmm actually that would be a good idea but wouldn't it be better to take 6 levels in wizard 6 levels in blood magus and 8 levels in fleshwarper??? save for the fact that i lose 2 caster levels because of this would it be good???
Shorty_McShort

03-14-06, 12:27 AM
i'd like any ideas on specific grafts or things of the like also u lose the caster level at level 5 in blood magus and u lose 1 more caster level at level 1 in fleshwarper
Eidolon Faer

03-16-06, 01:45 AM
If level 5 is the one where you get the Homonculous ability and give up the caster level, then only take Blood Magus to 4.

Wizard 6 / Blood Magus 4 / Fleshwarper 10.

I haven't pulled out Complete Arcane to look at the class in detail. But from what I remember, the only reason to take Blood Magus past the breakpoint I mention is if you're really enthused about the level 10 self teleport thing. The homonculous is terrible (I'd rather lose XP than permanent hitpoints) and the other abilities are also meh.

Fleshwarper though...that's actually solid all the way up. And the build I was intending to propose should only lose a single caster level in exchange for all the freakishness (at Fleshwarper 1).

Craft Construct (for Flesh Golems and Homonculi) and Leadership (for flunkies to apply grafts to) are both feats that would fit your idiom. And Improved Familiar is also an amusing choice.
Shorty_McShort

03-18-06, 12:01 AM
well that build could work because we have a grappler in the party and if i apply Vampire fangs to him we could probably beat a great wyrm gold dragon with ease... well what do u have against losing caster levels i mean it's nothing a feat can't fix sure u lose 2 spell slots but u gain heaps of abilities.
yeah that's my imput would u be able to make a level 20 thing that u would think would be good using the base stats i have already submitted?
Eidolon Faer

03-18-06, 11:22 AM
The feat doesn't fix the number of spells per day or your access to higher-powered spells. It only fixes your caster level for things like spell damage, duration, range, etc...

So for example:

A Fighter 4 / Wizard 6 with Practiced Spellcaster and a Wizard 10 both cast 10d6 fireballs that are identical in every way. But the fighter / wizard gets fewer fireballs per day and he gets no 4th or 5th level spell slots. So when the Wizard 10 casts Cone of Cold he is out of luck.

Thus, it's better to not give up the caster levels in the first place than to try partially compensating for their loss with a feat.

Giving up spell slots is to be avoided in general, because it delays access to your higher-powered spells. Especially in what is essentially a pure-casting build. And it's just not worth wasting a feat on Practiced Spellcaster when 19 of your 20 hit dice give casting progression.
Shorty_McShort

03-18-06, 09:36 PM
well then what are your prospective builds on this character if u had made him level 20 using no items what are his base stats?
Eidolon Faer

03-19-06, 09:14 AM
Your stat distribution looks fine except that I'd swap Dex and Wisdom around.

You need a decent Wisdom to make use of Arcane Disciple. Especially since you want Regeneration to make grafts.

Other than that, Wizard 6 / Blood Magus 4 / Fleshwarper 10 is a good start point. You might try to squeeze in Geometer 2 somewhere for the spellbook compression ability: (Wizard 5 / Geometer 2 / Blood Magus 4 / Fleshwarper 9), and given the feats I'd recommend human or possibly Elf (for the substitution level). The Human Paragon or Elf Paragon might not be horrid options either if you DM allows Unearthed Arcana.

I'd probably go with: Wizard 5 / Geometer 2 / Blood Magus 4 / Fleshwarper 9

1. Toughness, Scribe Scroll
3. Great Fortitude
5. Craft Wondrous Item
6. Arcane Disciple (healing)
9. Graft Flesh
12 Quicken Spell
15 & 18 Up to you.
Shorty_McShort

03-21-06, 12:51 AM
That won't work because u can only start to take Geometer at level 7 because of skill requirements and i don't have skills to burn. Also there will be No more mentioning of the use of Unearthed Arcana as i cannot but am yet to tell the DM that i am playing an "illegal race".
i don't think that i will really need the geometer levels because they aren't that good.
I think that Wizard 6 / Blood Magus 4 / Fleshwarper 10 will work and be rather good.
Eidolon Faer

03-21-06, 08:45 PM
If your DM vetos the wonky race, your best bets are Gnome, Elf, and Human.

Human because it gets you the necessary feats faster, or alternatately giving space for Collegiate Mage.

Elf because of the Elven Wizard racial substitution level 1 in Races of the Wild

Gnome because...well...gnomes are cool. Also they're +2 Con and Small. And this is the sort of build that has "Eccentric Gnome" written all over it...in bloody helter-skelter letters.
Shorty_McShort

04-10-06, 04:09 AM
ok the halfling is fine so r u completely sure that this is a good idea