(PRESTIGE CLASS)
Fade to red, then nothing. What happened? Where are you? No sound, no light, no nothing. You can't see or hear, or even feel your own body. The awful truth of your plight steals over you... you're dead! An eternity passes, then you feel a call from beyond this nothingness. Something beckons, and you are drawn up out of the endless gray swirl, happy to leave your final fate undecided. A swirl of color streaks towards you, enveloping, bathing you. you have come back! A sound breaks in your ears, the sweetest sound you will ever hear. It is the renewed pulse of blood through your veins - blood music: the sound of your life. You can feel it re-energizing every particle of your form, flushing death from you and leaving life in its place. It is thick and warm, and you greedily embrace it. Blood Magi are formerly deceased spellcasters who, when returned to life, gain an understanding of their blood's importance, bequeathed by their close call. They learn to evoke magic from this vital fluid that sustains their lives.
- Hit Dice: d6.
- Proficiencies: A Blood Magus gain no weapon, armor or shield proficiencies.
- Skill Points: 2 + Int Modifier.
REQUIREMENTS:
Alignment: Non Lawful
Skills: Concentration 4 Ranks.
Feats: Toughness, Great Fortitude.
Spells: Must be able to cast at least 3rd level Arcane spells.
ABILITIES:
Level
1: Blood Component - The Blood Magus can take 1 point of damage to give a 1 DC boost to a spell.
Durable Casting - The Blood Magus gains a bonus to his concentration checks equal to his class level.
2: Scarification - The Blood Magus may store up to 5 spells on his body. This is otherwise the same as Scribe Scroll.
3: Death Knell - Once per day, the Blood Magus may attempt to suck the life from a nearly dead creature, gaining increased strength, life, and caster level.
4: Blood Draught - The Blood Magus may store a number of spells equal to his class level plus his Constitution modifier, up to a maximum of 10, in his blood. This is otherwise the same as Brew Potion.
5: Homunculus - You may create a homunculus. By touching it, you can transfer 1/hp a level of damage from you to it. The homunculus advances in levels with you, to a maximum of 6HD at level 9. If the homunculus dies, the Blood Magus takes 2d10 damage. You may only have one homunculus at a time.
6: Bloodseeking Spell - The Blood Magus can take 3 points of damage to have his spells deal 1d6 more damage.
7: Thicker than Water - The Blood Magus gains DR 1/- to Slashing and Piercing damage.
8: Awaken Blood - Once per day, with a melee touch attack, the Blood Magus can cause the blood of a target to explosively escape, dealing 10d10 damage. A target immune to criticals is immune to this ability.
9: Infusion - The Blood Magus gains a permanent +2 to Constitution.
10: Bloodwalk - Once per day, the Blood Magus can teleport any distance on the same plane by means of two living creatures. If the creature at the end of the teleport is hostile, the Blood Magus will deal it 10d6 points of damage unless it makes a save of DC 10 + Class level + Con modifier.
BONUS SPELLS:
Upon gaining every other level in Blood Magus, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, sorcerer, or wizard). He does not learn any new spells through his abilities.