Re: Blood Mage (Base Class)
The power of the class is difficult to judge, and would vary greatly depending on party synergy. For example, a blood mage is very powerful with an allied cleric willing to repair his hit point damage, and share it through shield other, plus a stocky dwarven fighter willing to make a blood pact. On his own, not so much.
Casting all of your daily spells at 19th level requires inflicting more than 300 hp of damage on yourself. I am curious about how you expect that to work. My thought is that any optimizer worth his salt will find some way to get fast healing at a low level in order to support the hp damage involved in spellcasting. Perhaps you might as well grant fast healing 1 at some point to avoid making it a feat/level tax.
The trouble with allowing hp damage to replace gp and xp costs is that it's a viable trade only if the spell in question is a combat-related spell with a limited duration, so that the hp cost is meaningful and the benefit is limited in scope. You've done a good job of that with this list, but it's rather easy to get foreign spells added to a spell list (I can think of at least five ways to do it). I would recommend adding text that forbids the use of any other feats, features, or items to increase the blood mage spell list in any way.
Remixes to rebalance nearly every base class
, all in the authentic flavor of the originals.
Tier 1 casters breaking your game? Remix your magic with Philosopher's Stone
, or try these flavorful mid-tier classes instead: Machinist, Shapeshifter, Avatar, Magus of Blades, Ritualist, Magician, Dawnblade, Summoner, plus 5 elemental casters
Last edited by jiriku : 06-24-2011 at 12:13 PM.