Author Topic: Blood Mage (The Heart of a Fossil begins to beat)  (Read 2827 times)

Djtooth

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Blood Mage (The Heart of a Fossil begins to beat)
« on: July 03, 2013, 09:43:27 PM »
So a few people I'm not naming got me back into Legend. Digging around in my favorite section I found something that was waiting for a pulse. So I provided.

Blood Mage Through meditation you have perfected Sanguinemancy.
When you gain this track choose from Strength, Constitution, Wisdom, or Charisma. This becomes your Track Ability Modifier (TAM) for this track. This decision is permanent.

1st- From the depths of blood - You hear it, deep within but not from you. From them! It is unhappy and begs to be liberated. Are you their savior?

Your presence has the power to command the blood of all creatures around you. You passively emit an aura that extends to [close] range. You receive a pool of  Aura Enhancement points, with points equal to the amount of circles you have in Blood Mage. You may allocate these points to improve your aura with special effects detailed below. At the beginning of each Scene you can reallocate your Aura Enhancement points. At 4th circle you can reallocate your Aura Enhancement points at the beginning of each encounter. At 7th circle you can reallocate your Aura Enhancement points as a move action. Additionally  once per round at the beginning of your turn you may remove [Hp Reduction] up to half your level from any creature in your aura.

2nd-Nanocells - Why would you need a doctor when you have trillions of microscopic band-aids?
As a move action you may make a vigor check and apply the result to all allies within your aura.

3rd Vigor - With proper discipline one can endure the injuries that others suffer.
Once per [Encounter], if  an ally within your aura makes a successful Fortitude against an effect that would normally have a lesser effect on a successful save (such as a spell with a save of “Fortitude half ”), they instead ignore the effect entirely.

4th- The Rush! - Ones greatest protection lies beneath their armor, more specifically their skin. And it is such a waste that by the time the blade hits it, the damage is already done.  Whenever an ally within your aura suffers [HP Reduction]  that is not self inflicted they may gain an equal amount of [Temporary HP]. This [Temporary HP] stacks with itself to a maximum of the allies max HP. Your aura now extends to [medium] range.

5th- The Plasmic Symphony - Do you hear it? The orchestra of trillions coursing through their instruments, makes me feel at ease.
All allies within your aura gain [Fast Healing] equal to your TAM.

6th- Cleanse - With enough focus you can remedy the poisoned blood, and reshape the mangled body.
 As a Move action you may purge an ally of one of the following [Battered], [Bleeding], [Blinded], [Confused], [Dazed], [Deafened], [Energy drained], [Exhausted ], [Fatigued ], [Nauseated ], [Paralyzed], [Petrified], [Sickened] or [Stunned]. When you use this ability you become [sickened] for one round.

7th- Blood Walk - Blood is just another medium of travel for the Blood Mage, and you take pride in your...Explosive entrances.
At will as a Move action you may jump into any living creature within [melee] range and [teleport] adjacent to any creature within your aura. You may choose to make either or both the entrance or the exit “Messy” causing the victim to take 1d8 points of damage per level, and be rendered [Bleeding] and [Battered]. A successful fortitude save (10 + Level / 2 + TAM) halves the damage and prevents the [Battered]. This is a [teleportation] effect. Your aura now extends to [long] range.

Aura Enhancements

1pt The Red Scouts - Of Course the best informants lie deeply embedded within your opponents sense of security.
As a swift action, you can search for living creatures within your aura. This allows you to make a Perception check (DC 10 + creature’s total Stealth modifier) to detect each creature in the area using the Stealth skill, and also allows you to automatically detect any creatures in the area to which you do not have Line of Sight and which are not using the Stealth skill. You are able to tell if the creatures you are aware of in [close] range are unharmed(100%Max Hp), wounded(75% < Max Hp), bloodied(50% < Max Hp), Mangled (25%  < Max hp)  or near death (0%  < Max hp).

1pt Weight of imprisonment - You command the blood of your enemies to stiffen.
 At the beginning of their turns all enemies within your aura must make a fortitude save or suffer -5ft with an additional -5 every odd circle to all movement speed until the end of encounter to a minimum of 5ft per round. This ability doesn’t stack with itself

2pts Hemovexation - Your presence disrupts the balance of the circulatory system in the living.
All enemies within your aura at the beginning of your turn take damage equal to your TAM and on a failed fortitude save(10 + Level / 2 + TAM) are [sickened] for one round.

2pts Pessimistic Viscera - You feel the discomfort within others and you urge them to release themselves from their prison.
Whenever enemies within your Aura suffer [HP Reduction] they suffer an equal amount of damage Before the [HP Reduction] is applied. A successful Fortitude save (10 + Level / 2 + TAM) negates the damage.

3pts Blood Boil  -You convince the blood of your allies to liberate their brethren.
All willing allies within your aura gain a +1 + 1 per Six levels you possess to Initiative and Damage rolls. This is a fury bonus that stacks with other fury bonuses.

3pts  Regenerate - Your presence becomes invigorating causing productivity to sky rocket!
Once per round whenever an ally suffers damage from an enemy source while in your aura they may make a Fortitude save (10 + Opponents level/2 + KOM), on a successful save they gain [Fast Healing] equal to your level for one round.

4pts- Hemophilia - Once freed from their fleshy prison the blood will be hostage no longer.
Reduce all enemy healing within your aura by your character level to a minimum of 0 per instance of healing.

4pts- Open Wounds - Open the door to liberation, and the captives will flow to experience the joy of independence.
Once per turn whenever an enemy within your aura suffers physical damage they must succeed a Fortitude save or suffer from [Vulnerability] to Physical damage until the end of turn.

4pts Cold Blooded - Blood is used by the body to regulate temperature, and it is interesting to see the effects if ones crimson fluids decided not to.
At the beginning of your turn all enemies within your aura gain [Vulnerability] to [Fire] or [Cold] damage for one round. Fortitude Save Negates (10 + Level / 2 + TAM)

5pts- Hemoplague - “That what runs through you shall run you through!”
On the beginning of each opponent's turn, if they are within your aura they emit a pulse of blood expunging miasma that causes all of your enemies within (5ft per circle you possess) to suffer damage equal to the original opponents KDM. The effect is negated by a successful Fortitude save. (10 + Your level / 2 + TAM)

5pts- Yellow blooded - “Relax, don't be so paranoid, you have no need to fear for I am here to help you. But you, the one on the surface however should say your farewells to your pals deep within.”
All enemies within your Aura gain a -2 to all D20 rolls, additionally they receive a -3 penalty to saves against [Fear] effects, and whenever they would be raised one step on the fear latter they are raised one additional step.



Rough Draft
Blood Mage Through meditation you have perfected Sanguinemancy.
When you gain this track choose from Strength, Constitution, Wisdom, or Charisma. This becomes your Track Ability Modifer (TAM) for this track. This decision is permanent.

1st- From the depths of blood - You hear it, deep within but not from you. From them! It is unhappy and begs to be liberated. Are you their savior?

Your presence has the power to command the blood of all creatures around you. You passively emit an aura that extends to [close] range. You have one point per circle to invest in your aura. You may change the allocations of your aura at the beginning of each scene. At 4th circle you can reallocate at the beginning of each encounter. At 7th circle you can reallocate as a move action.

2nd-Nano Cells - Why would you need a doctor when you have trillions of microscopic band-aids?
As a move action you may make a vigor check or medicine check and apply the result to all allies within your aura.

3rd The Plasmic Symphony - Do you hear it? The orchestra of trillions coursing through their instruments, makes me feel at ease.
All allies within your aura gain [Fast Healing] equal to your KAM. You also gain a +2 bonus to your awareness.

4th- The Rush! - Ones greatest protection lies beneath their armor, more specifically their skin. And it is such a waste that by the time the blade hits it, the damage is already done.  Whenever an ally within your aura suffers [HP Reduction] they may gain an equal amount of [Temporary HP]. This [Temporary HP] stacks with itself to a maximum of the allies max HP. Your aura now extends to [medium] range.

5th- Meditation - With proper discipline ones blood can become as resilient as stone.
Any ally within your aura may expend their standard action to gain [Resistance] to damage and a +2 to all saves until the end of the round.

6th- Cleanse - With enough focus you can remedy the poisoned blood, and reshape the mangled body.
 As a Move action you may purge an ally of any temporary status effect aside from [dying], [entangled],[prone] and [checked]. When you use this ability you are [sickened] for one round.

7th- Blood Walk - Blood is just another medium of travel for the Blood Mage, and you take pride in your...Explosive entrances.
You may use instantly travel to any living creature within your aura as a move action. Doing this causes the victim to receive 1d8*CL points of damage and they become [bleeding]. If there is a living creature  with the [Bleeding] condition within [Melee] range you may use this ability to jump through them to another creature causing both victims to be affected by this ability. A successful fortitude save (10 + Level / 2 + KAM) halves the damage. This is a [teleportation] effect. Your aura now extends to [long] range.

Aura Enhancements

1pt The Red Scouts - Ofcourse the best informants lie deeply embedded within your opponents sense of security.You may make a perception check to detect any living creature within [close] range. You are able to tell if the creatures you are aware of in [close] range are unharmed(100%Max Hp), wounded(75% < Max Hp), bloodied(50% < Max Hp), Mangled (25%  < Max hp)  or near death (0%  < Max hp).

1pt Weight of imprisonment - You command the blood of your enemies to stiffen.
 At the beginning of their turns all enemies within your aura must make a fortitude save or suffer -5ft with an additional -5 every odd circle to all movement speed until the end of encounter to a minimum of 5ft per round. This ability doesn’t stack with itself

2pts Hemovexation - Your presence disrupts the balance of the circulatory system in the living.
All enemies within your aura at the beginning of your turn take damage equal to your KAM and on a failed fortitude save(10 + Level / 2 + KAM) are [sickened] for one round.

2pts Pessimistic Viscera - You feel the discomfort within others and you urge them to release themselves from their prison.
Whenever enemies within your Aura suffer [HP Reduction] they suffer an equal amount of damage. A successful Fortitude save (10 + Level / 2 + KAM) negates the damage. Additionally enemies within your aura cannot remove the [bleeding] condition.

3pts Blood Boil  -You convince the blood of your allies to liberate their brethren.
All willing allies within your aura gain a +1 + 1 per Six levels you possess to Initiative and Damage rolls. This is a fury bonus that stacks with other fury bonuses.

3pts  Regenerate - Your presence becomes invigorating causing productivity to sky rocket!
Once per round whenever an ally suffers damage from an enemy source while in your aura they may make a Fortitude save (10 + Opponents level/2 + KOM), on a successful save they gain [Fast Healing] equal to your level until the end of round.

4pts- Hemophilia - Once freed from their fleshy prison the blood will be hostage no longer.
Reduce all enemy healing within your aura by your character level.

4pts- Open Wounds - Open the door to liberation, and the captives will flow to experience the joy of independence.
Once per turn whenever an enemy within your aura suffers physical damage they must succeed a Fortitude save or suffer from [Vulnerability] to Physical damage until the end of turn.

4pts Cold Blooded - Blood is used by the body to regulate temperature, and it is interesting to see the effects if ones fluids decided not to.
All enemies within your aura gain [Vulnerability] to [Fire] and [Cold] damage.

5pts- Hemoplague - “That what runs through you shall run you through!”
On the beginning of each opponent's turn, if they are within your aura they emit a pulse of blood expunging miasma that causes all of your enemies within (5ft per circle you possess) to suffer damage equal to the original opponents KDM. The effect is negated by a successful Fortitude save. (10 + Your level / 2 + KAM)

5pts- Yellow blooded - “Relax, don't be so paranoid, you have no need to fear for I am here to help you. But you, the one on the surface however should say your farewells to your pals deep within.”
Whenever an ability with a fear effect would affect a enemy within your aura they receive a -3 on the save and if they would be [shaken], [frighten] or [panic] increase the fear ladder count by one.
« Last Edit: July 05, 2013, 10:29:23 AM by Djtooth »
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Tim4488

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Re: Blood Mage (The Heart of a Fossil begins to beat)
« Reply #1 on: July 03, 2013, 09:54:43 PM »
C3 seems to be strictly better than most other [Fast Healing] track abilities. I might be more comfortable with it at C4, or even C5. Heck, your current C5 costs a Standard action, it could maybe be moved down.

Nothing else stood out to me as problematic. Very cool stuff.

Should Open Wounds have a minimum it can reduce healing to, a la You Will Fail/Falter?
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Kalik

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Re: Blood Mage (The Heart of a Fossil begins to beat)
« Reply #2 on: July 03, 2013, 11:02:41 PM »
Looks good, a few things stood out.
First, Tim4488, did you mean Hemophilia as opposed to Open Wounds?

Second circle probably needs to be looked at again, considering the amount of people you can effect and what it does it very high levels

Circles 3 and 5 were pointed out by Tim, it's worth repeating

4th circle should be looked at with C Poet in mind

7th circle needs to have the word another added in at " If there is a(nother) living creature with the [Bleeding] condition within [Melee] range.."

Red Scouts seems like it should be based on the actual aura range, although that could cause some balance issues... Really just something that seemed odd

Weight of imprisonment may need a wording clarification

Regenerate needs to have the duration set to "For one round" as it stands it has weird interactions with initiative. Additionally, the save creates a disparity where it is more effective against large numbers low level enemies, as they are more likely to attack multiple allies for less with an easier save, than a few or singular high level enemies, which are less likely to hit everyone and will have a much harder save.

Hemophilia seems like it should have a minimal amount

Cold Blooded should also have an associated save

Hemoplague should probably not be based off an enemies stat

Yellow blooded should probably have more things associated with it

Oh, and Loganic, a level 1 blood mage can choose at the beginning of a scene to have either a good searching and health monitoring ability or having an aoe slow

Tim4488

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Re: Blood Mage (The Heart of a Fossil begins to beat)
« Reply #3 on: July 03, 2013, 11:24:50 PM »
Looks good, a few things stood out.
First, Tim4488, did you mean Hemophilia as opposed to Open Wounds?

I did, thank you.
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Mystify

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Re: Blood Mage (The Heart of a Fossil begins to beat)
« Reply #4 on: July 03, 2013, 11:52:59 PM »
having 4 options for TAM seems odd. At that point you may as well just let any work, or perhaps even better, tie it to your KOM/KDM

1st circle needs to do something. 1st circle needs to be more clear about what it does. Actually say that you are selecting from a list, as it is you have mystery points.
the 2 1pt options could use some improvement; its your entire 1st circle. red scouts doesn't really do much; there is no indication of the action cost or the DC. Its a nice ability, but it doesn't stand alone. It may work as part of your selection at later circles, but its rubbish for a 1st circle choice. Which just leaves you with weight of imprisonment. Enemies must makea fort save or lose 10ft of movement. Ok, at low levels that is significant and can stand alone. What is the DC for the save? I assume 10+1/2 level+TAM, but its not said.

2nd circle is interesting. the vigor is straightforward enough, but what about the medicine? is it still taking 8 hours base for the healing? What about the DC 40 check where its normally a standard for you and a move for them? How about the DC 30 check to revive people? that normally takes an hour, this would let you do it as a move, to people in an area. That is clearly too strong for a 2nd circle.

3rd circle is better than incantation 3rd, due to a longer range (even before it gets boosted to medium) and probably a more ideal stat. The awareness bonus is certainly not needed.

4th circle has a minor formatting issue. Its certainly an iteresting ability, but man, does it love poets. hp reduction doesn't even cause real damage most of the time, so this is extremely potent.

5th circle is pointless. Someone sacrifices their primary offensive power for a moderate boost to defense. That is not a winning proposition.

6th circle should have a whitelist not a blacklist, like fortune's friend does. It also looks like it would remove hp reduction, which is a big nono

for 7th circle, what is 1d8*CL? 1d8*circle? caster level? do you mean 1d8 per circle of this track?

I'm not sure what balance point you are aiming for with the aura enchantments. Is this meant to be your 1st circle benefit? Is it an overall benefit and you expect the rest of the track to be weaker to compensate?

pessimistic viscera is more powerful than you may realize. I actually put together a build last night that will deal a few hundred hp reduction per round, this can be a massive boost to damage. You also need to define when the damage occurs, is it before or after the hp reduction hits?

blood boil is odd. the fury bonus shuts down precision damage, but a +1-4 damage is nowhere near a problematic increase in damage, its barely even significant. Its just arbitrarily punishing people who use precision from benefiting from this ability. The initiative bonus is the part of this that actually matters.

regenerate seems fairly weak, as its probably fast healing, but its also happening alongside the rest of the track, so I don't know. Especially since it you can't even use it to recuperate a bit if you get some breathing room. A save-to-benefit is an interesting mechanic, though.

hemophilia seems reasonable.

open wounds is quite potent.

cold blooded seems better than open wounds, because [elemental] weapons are a thing.

Hemiplauge is an interesting ability, but inflicting vulnerability on people is almost certainly more useful.

I'd rephrase yellow blood to "opponents take a -3 penalty on saves vs. [Fear] effects".



you define TAM, then use KAM throughout the track
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Djtooth

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Re: Blood Mage (The Heart of a Fossil begins to beat)
« Reply #5 on: July 04, 2013, 07:30:04 AM »
So I went through and changed alot in the Track.

First circle: gave it a stand alone ability and clarified it.
Second circle: Removed the medicine check due to incompatibility issues.
Third circle: Moved to Fifth and replaced with a different ability.
Fourth circle: Took away potential abuse from self inflicted [HP Reduction]
Fifth circle: Replaced
Sixth circle: Gave a defined list of what it effected.
Seventh circle: Reworded and tweaked.

The Red Scouts: Expanded its usefulness.
Regenerate: Changed to one round.
Hemopilla: Gave a minimum
Cold Blooded: Now allows a save.
Yellow Blooded: Now useful even when you don't focus on fear effects.

The reason Hemoplague is based off of your opponents KDM is to lower the damage from weaker swarm opponents that are within the aura. Awkward? Yes, but sometimes it is the defining quality that we grow to love.
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Mystify

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Re: Blood Mage (The Heart of a Fossil begins to beat)
« Reply #6 on: July 04, 2013, 09:05:00 AM »
pessimistic viscerea really is amazingly powerful now. Especially with runesong 7, which will become an at-will save or die.
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