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Liberi Gothica: Bloodmage
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===Blade of Blood Progression:=== 3 XP: Liquid Death: Your blade of blood deals +1 damage on a hit. Each time you take this ability, it costs 1 more XP. 3 XP: Bloodseeking: Whenever your Blade of Blood deals damage to an opponent, the blade pulls their blood into you. You gain 1 life every time you hit a living creature with your Blade of Blood. 2 XP: Greater Bloodseeking: Your Blade of Blood pulls more life energy with each hit. You gain 1 more life each time you hit a living creature, up to the damage dealt by the Blade of Blood. Each time you take this progression, it costs 1 more XP. Requires Bloodseeking. 3 XP: Viscous: You can attack opponents up to 10 feet away with your Blade of Blood. 4 XP: Improved Viscosity: The range at which you can attack with your Blade of Blood improves by 5 feet. Each time you take this progression, it costs 1 more XP. Requires Viscous. 3 XP: Blood Shield: You can create a shield of blood instead of a blade. This costs 1 Vitality and 2 Life, as the shield requires more blood to be effective. This shield provides a +1 to active Defense. This bonus stacks with any other Active Defenses you have, including more Shields of Blood. It has 5 Life and 1 Damage Resistance. 4 XP: Sanguine Power: You can create more than one blade of blood at a time. Each time you take this progression, the maximum number of Blades of Blood [or Shields of Blood] you can control at once increases by 1. Each time you take Sanguine Power, it costs 2 more XP. Multiple Blades of Blood When you take the Sanguine Power progression of Blades of Blood, it allows you to have two Blades of Blood [Dual wielding], a Blade of Blood and a Shield of Blood, or two Shields of Blood [The bonuses from multiple shields stack]. However, when you take it a second time, you can have as many as 3 blades of blood, which you could attack with all as one action. If you attack with more than 3 weapons in an action, you take a -4 penalty to all attacks for each weapon beyond the first, as per normal dual wielding. Thus, two attacks in a round gives a -4 to each attack, 3 attacks at -8, and 4 attacks at -12. The Two Weapon Warrior Perk reduces these penalties to -2 for the second weapon, but still -4 for each weapon after that. So, with that perk, two attacks would be made at -2, and three attacks would be made a -6, and 4 attacks at -10. ---------- --Shards of blood: You can crystallize portions of your blood, and fire them at your opponents. These blood bullets erupt from the skin, and fly towards your target. As an action, you may make an attack roll to hit any target within 30 feet. You take 1 Life every time you fire a shard of blood. You deal 1d4 damage on a hit. Shards of Blood Progression: 2 XP: Rapid Fire: You may fire an extra shard with an attack action. All shards fired in one action are against the same target, and you lose 1 Life per shard fired. You roll your attacks separately for each shard. You may only fir one extra shard per level of Rapid Fire you have. Each time you take Rapid Fire, it costs 1 more XP. 2 XP: Farther: The maximum range of your shards improves by 10 feet. 4 XP: Blood Gout: You may instead fire a large spear of crystallized blood. This deals 3 Life to you, and deals 3d6 damage on a hit. You can not Rapid Fire a Blood Gout. ---- --Blood Clot: You steel your blood, reducing the impact of blows and granting you 1 Damage Resistance. It takes an action to activate this ability, and you pay 1 Vitality per round to maintain it. Blood Clot Progression: 4 XP: Extended 1: Blood Clot costs 1 Vitality per [Athleticism score] rounds to maintain. 7 XP: Extended 2: Blood Clot costs 1 Vitality per minute to maintain. Requires Extended 1. 10 XP: Extended 3: Blood Clot costs 1 Vitality per [Athleticism score] minutes to maintain. Requires Extended 2. 6 XP: High Platelet Count: Your damage resistance improves by 1. Each time you take this progression, it costs 2 more XP. ---- --Blood Lust: The sight and smell of an enemy's blood sends you into a frenzy. Whenever you hit an opponent, you may pay 1 Vitality to go into a bloodlust until the end of your next turn. While in a bloodlust, you gain +4 Attack, +2 to all damage rolls, and -2 Defense. Blood Lust Progression: 2 XP: Bloodhunt: Your bonus to attack improves by 2. Each time you take this progression, it costs 1 more XP. 2 XP: Bloodgreed: Your bonus to damage improves by 1. Each time you take this progression, it costs 1 more XP. 3 XP: Extended: The bloodlust lasts for [Athleticism] rounds after being activated. ------ Blood Magic costs 8 XP to learn. Blood Magic Progression: 4 XP: Learn another spell. ----------
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