| Post/Author/DateTime | Post |
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| #1haferkaJul 01, 2008 0:14:19 | BLOOD MAGUS "My blood is stronger than yours!" Prerequisite: Arcane Initiate Feat, Ritual Caster Feat, Warlock Class You have learned to combine the power of warlock blood with the wizards arcane formulas to cast more powerful spells. The Blood Mage wizard was your guide... but the blood in your veins is beyond even his understanding of power. Blood Magus Path Features Blood Vision (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to attack rolls and ignore cover and concealment until the start of your next turn, but only against living targets. Animate, Cold, Construct, Earth, Fire, Ooze, Undead & Water creatures are not considered "living" for this purpose. Blood Curse (11th level): You have learned to fuel your Warlock's Curse with the power in your blood. As a free action you can treat yourself as an enemy for the purpose of Warlock's curse, dealing your warlocks curse damage to yourself and loosing one healing surge. Until the begining of your next turn you add your Intelligence bonus to all warlocks curse damage and you are not limited applying this damage to one target per round. Blooded Implement (11th level): Any weapon that dealt damage can be used as an implement for the remainder of the encounter. Treat If the weapon as a wand with the same enhancement bonus but no daily power. Book of Scars (16th level): You learn to etch the formulas of your spells into the flesh of your body. Treat your body as a wizards spell book. You gain the wizards' Spellbook ability, see Players Handbook page 158. You do not automaticly gain any rituals, but you always have room for any spell or ritual that you aquire. Blood Magus Powers Gathering of Blood_____Blood Magus 11 Attack You rip the very source of life from the viens of your enemies as their corpses gather into piles of gore. Encounter + Arcane, Implement, Weapon Standard Action Close burst 3 Target: Each enemy in burst Effect: You pull the target 2 squares. Each target is now under the effects of your Warlock's Curse. You can then attack any targets that are adjacent to you (close burst 1). Attack: Intelligence vs AC Hit: 1[W] + Intelligence modifier damage. Vampric Coagulation_____Blood Magus 12 utility You reflexivly siphon the life of your enemy into your viens, as he dies you are reborn. Daily + Arcane, Healing, Implement, Weapon Immediate Interrupt Personal Trigger: You are reduced to 0 hit points or fewer Effect: You spend a healing surge and regain your Intelligence modifier in additional hit points. You must have at least one healing surge remaining to use this Power. Secondary Target: The creature that hit you. Secondary Effect: You spend a healing surge but regain no hit points. Instead, the secondary target takes damage equal to your healing surge value. You must have at least one healing surge remaining to use this effect. Blood Empowerment _____Blood Magus Attack 20 You pour every ounce of you life into the purpose of ending the life of another. Daily + Arcane, Implement, Weapon Free Action Melee or Ranged weapon Target: One Creature Effect: You apply your Warlock's Curse to the Target. You must have no other daily power remaining to use this power. Sustain Move: You spend a healing surge but regain no hit points. Instead, you deal your a healing surge value in damage to the target. You must have at least one healing surge remaining to sustain this power (save ends). You can sustain this effect a maximum number of rounds equal to the number of milestones you have gained today. |
| #2pigknightJul 01, 2008 1:31:27 | You couldn't create original spells for a paragon path? Blooded Implement seems a bit much, and the entire class doesn't follow the paragon path formula. |
| #3haferkaAug 03, 2008 15:09:37 | You couldn't create original spells for a paragon path? Blooded Implement seems a bit much, and the entire class doesn't follow the paragon path formula. How is this... It's been through a few revisions since I first posted it. |
| #4pigknightAug 04, 2008 1:10:12 | Paragon Paths are supposed to have 3 features (2 11th, 1 16th). Elemental is not a creature type anymore. Gathering of Blood, read about pull. Vampiric Coagulation, dealing healing surge value is a lot. I would make it 1d6 + Int. Blood Empowerment, way broken. Not overpowered/underpowered, broken. You will be doing a lot of damage, but will have to take a rest very soon. |
| #5haferkaAug 04, 2008 22:26:45 | Paragon Paths are supposed to have 3 features (2 11th, 1 16th). - Paragon paths have 2-3 features at 11th level.. (not just 2). - I will try to reword it for clarity. "Animate, Cold, Construct, Earth, Fire, Ooze, Undead & Water creatures"... I think that is sufficiently limiting... - I think I will change it to .. slide 2 towards the center of the burst. - Lots of damage .. ok.. it only triggers when you drop to 0 hp.. and you must have 2 healing surges remaining.. 1 to heal yourself.. and 1 to harm the person who dropped you to 0 hp. - You realize that this is a daily power... that also requires you to have already used ALL your daily powers... Lets compare.. (both spending an action point both with 20 stats at 20 lvl) Warlock Blood Magus VS. Wizard Blood Mage Warlock Round 1: Firesworm(standard), Blood Empowerment(free), Thief of Fates(standard), Shroud of Steel(minor), Ethereal Stride(move) Round 2: sustain(minor, move & standard) Wizard Round 1: Destrucive Salutation(standard), Cloudkill(standard), Blurr(minor), Dimension Door(move) Round 2: move, standard sustain(minor) Warlock Damage: 1d6 + 4d10 + 40 (2d10+35 ongoing) Wizard Damage: 6d6 + 3d10 + 10 (3d10 + 20 ongoing) Best Damage = Warlock.. Warlock Targets: single Wizard Targets: burst 5.. potentially 25.. Best Targets: Wizard Warlock Frequency of Use: 1/day.. after all other dailies are used Wizard Frequency of Use: daily.. when you get a big group of targets. Best Frequency of Use: --Tie-- Other Notes: - The # of targets pushes the Wizard damage much much higher and locks those targets in place. - wizard is very likely invisible at 2nd round vs warlock who is a stationary target - My math was rather quick.. and not fully analyzed.. but I think it gives a quick idea of how much damage could be done. |
| #6pigknightAug 04, 2008 22:44:27 | - Paragon paths have 2-3 features at 11th level.. (not just 2). Double checked you're right, whoops. - I will try to reword it for clarity. "Animate, Cold, Construct, Earth, Fire, Ooze, Undead & Water creatures"... I think that is sufficiently limiting... Looks ok. - I think I will change it to .. slide 2 towards the center of the burst. Change it to pull 2. - Lots of damage .. ok.. it only triggers when you drop to 0 hp.. and you must have 2 healing surges remaining.. 1 to heal yourself.. and 1 to harm the person who dropped you to 0 hp. 1/4 of your hp is still a lot of damage. But since it's a suicidal attack I'll let you pass. Show - You realize that this is a daily power... that also requires you to have already used ALL your daily powers... |
| #7haferkaAug 04, 2008 22:53:15 | Double checked you're right, whoops. |
| #8pigknightAug 04, 2008 23:12:44 | I still don't like burning through several healing surges with a single power. Maybe use 2 healing surges to use the power and deal 2d4 damage each turn you sustain minor? |
| #9haferkaAug 04, 2008 23:36:50 | I still don't like burning through several healing surges with a single power. Maybe use 2 healing surges to use the power and deal 2d4 damage each turn you sustain minor? Blood Magus needs to be able to pump out more damage than the blood mage.. otherwise it wouldnt feel right... and remember.. a 20 con char will have like 10+ surges per day.. lets say you adventure through 4 encounters in one day... Blood curse yourself once per encounter (4 surges) and you burn 3 surges on Blood Empowerment (the max) lets say you second wind.. (1 surge) leaving 2 surges for Vampric Coagulation Honestly.. as a warlock.. I rarely use more than 1 healing surge per day... If you need more healing surges... Durable Feat = +2 healing surges |
| #10pigknightAug 04, 2008 23:54:47 | I still don't like it, but if you have to. |
| #11haferkaAug 05, 2008 0:34:14 | ok.. lets say i remove the healing surge as damage.. on all powers/abilities.. except for the "Vampric Coagulation" Blood Curse (11th level): You have learned to fuel your Warlock's Curse with the power in your blood. As a free action you can treat yourself as an enemy for the purpose of Warlock's curse, dealing your warlocks curse damage to yourself. Until the begining of your next turn you add your Intelligence bonus to all warlocks curse damage and you are not limited applying this damage to one target per round. Gathering of Blood_____Blood Magus 11 Attack You rip the very source of life from the viens of your enemies as their corpses gather into piles of gore. Encounter + Arcane, Implement, Weapon Standard Action Close burst 3 Target: Each enemy in burst Effect: You pull the target 2 squares. Each target is now under the effects of your Warlock's Curse. You can then attack any targets that are adjacent to you (close burst 1). Attack: Intelligence vs AC Hit: 1[W] + Intelligence modifier damage. Blood Empowerment _____Blood Magus Attack 20 You pour every ounce of you life into the purpose of ending the life of another. Daily + Arcane, Implement, Weapon Free Action Melee or Ranged weapon Target: One Creature Effect: You apply your Warlock's Curse to the Target. Hit: 4d10 + Intelligence modifier damage. Sustain Move: The target takes 2d10 damage, whether you hit or miss. Each time the target takes this damage, you regain hit points equal to half the damage (save ends).[/FONT] This seems a little weak to me.. perhaps if I added a Fey/Star/Infernal Pact boost to the attack powers.. |
| #12pigknightAug 05, 2008 13:22:27 | Blood Emporement seems a little much. Regaining 2~20 hp per turn is a lil' much for a level 20 power. I would make gathering blood 2d10 + int damage not 1[W] + int. |