Bloodwalk
Type of Feat: Class Ability
Prerequisites: Blood Magus 10th level
Specifics: The blood magus attains the supernatural ability to transport himself over great distances via the blood of living creatures. Once per day, as a standard action, he can seamlessly enter any one living creature whose size equals or exceeds his own and pass any distance to another living creature in a single round, regardless of the distance separating the two. If he desires, the blood magus may attempt to make a "bloody" exit from the destination creature. He bursts forth explosively from the creature's body, dealing 16d6 points of damage unless the target passes a fortitude save. (15 + Class Level + Blood Magus's con modifier)
This ability can be used to mark a person, to travel to this person as if by teleport or to attack a person.
Use: Selected
A blood magus merely designates a direction and distance (“a living creature twenty miles due west of here”), and the bloodwalk ability transports him to a destination creature as close as possible to the desired location. He can’t specify a named individual as the endpoint unless he has previously obtained a sample of that creature’s blood and has it preserved in a vial that he carries.
Based on this part of the information no consent is needed nor personal knowledge of an individual's blood to Bloodwalk, simple as saying to yourself "Human (or elf) in/ near the cloakwood 5000 miles away" and pop your ability to seek and know blood finds a blood target and you emerge. The target gets no choice, defense or damage, unless the Blood Mage chooses to burst forth.
he can seamlessly enter any one living creature
seamlessly: adjective, 1 having no seams. 2 .smoothly continuous or uniform in quality; combined in an inconspicuous way.
The blood magus attains the supernatural ability 'to Blood Walk'
Does this not mean a Blood Mage may smoothly immerge and emerge without breaking the boundry (seams) of the skin in a uniform (complete) and inconspicous way?
To select an individual target then knowing their blood by having access is not overly hard... the server is full to brimming with adventurers that fight and bleed on nearly a daily basis. It depends on how pure or clean of blood you need:
Dirty blood from the pool of it after a fight? The ground is covered most days in a trail easy enough to not need trackers.
How about just the left over blood that is covering the weapons of your foes whom you just slaughtered? Can't a Blood Mage just wipe it off of the discarded weapons from your kills.
Dried or Set blood on clothing, backpacks, discarded bandages, or hospital linens? Blood mages would follow you to the laundry after returning to the city or to the healer 's tent or infirmary where a simple bribe to a commoner gets access to the bloody rags.
How about a Blood Mage whom is just a regular Doctor, Healer or Cleric as their day job? They could gather a person's blood with hardly a bit of concern. Sell it to the other known friendly blood mages might even be possible.
There is a millions ways to gather your character's blood unnoticed and unasked. Permission should not be needed and only in a personal pvp or RP iteraction is it realistic to consider your character knows when a blood mage might have access to their blood, especially if you are bleeding badly, unconsious, delirious from painful wounds or dead. The blood you left on the entire scene of a battle is not in the forefront of your mind. You the player are then metagaming that your character knows a blood mage is near by, that blood mages even really EXISIST, that the character knows of the powers a blood mage can use if they have the blood, etc. etc. Acting like your character really cares at all except in the most knowledgable scholors or neurotic obessed clean freak OCD constant hand washer and 3 times a day bather would consider it a valid risk.
Blood Mages are extremely
RARE and people are lazy and unconcerned about their spilled blood in most cases. You don't know a person IS a blood mage to have even a shred of concern.
You say 'But my character would know or be suspicious if another person just appeared beside them!' Really??? I can think of many ways a character might walk right next to your character unknoticed. This is a world with multiple forms of invisibility, etherealness, abilities to hide in the shadows (litterally), to cloud or control the mind...
You say 'But, but my character would FEEEEEL it if someone took my blood or emerged from my body!'. Don't you personally have mysterious pains or pinpricks or scrapes or pimples that you feel on a daily basis and pay such little heed to them unless it needs real care?? Haven't you ever felt nothing and then noticed a drop or two of blood on your hand/ arm and just licked it off like 'no big deal'?
I think myself as a normal human being and I am 44 years old, in my life I have had 100's of stitches and staples, a half dozen surgeries (4 in the last 2 years) and multiple sports/ work/ car accident related injuries that were bloody or even left pools of blood... people don't really care about what happens to spilled blood except a concern of disease or yuckiness to have it moved away from themselves.
A Blood Mage can and might USE your character for Bloodwalk and the character is likely to not even know it happened... You the player knowing is different and if you use that info in character then YOU are the one breaking immersion and metagaming.
Requiring consent makes the coolest Blood Mage ability boring and nearly useless. My Blood Mage's runes are worthless token filling valuable inventory slots for nothing since rarely will a PLAYER consent to a bloodwalk. It makes a Blood Mage less fun, less interesting and less of a reason to play that character.
Bloodwalk is THE prime supernatural ability and cool factor of makiing this an interesting class to play
grymhild wrote:The Complete Arcane, pp. 32-33 wrote:
Bloodwalk (Su): At 10th level, a blood magus becomes perfectly attuned to the song of blood. He gains the supernatural ability to transport himself great distances via the blood of living creatures. Once per day as a standard action that does not provoke attacks of opportunity, he can seamlessly enter any living creature (except an elemental, ooze, plant, undead, or other creature without blood or a similar fluid) whose size equals or exceeds his own and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two. A blood magus merely designates a direction and distance (“a living creature twenty miles due west of here”), and the bloodwalk ability transports him to a destination creature as close as possible to the desired location. He can’t specify a named individual as the endpoint unless he has previously obtained a sample of that creature’s blood and has it preserved in a vial that he carries.
The entry and destination creatures need not be familiar to the blood magus. A blood magus cannot use himself as an entry creature. If an intended entry creature is unwilling, he must make a successful melee touch attack to enter. (A missed touch attack does not use up the ability for that day.) When exiting a creature, a blood magus chooses an adjacent square in which to appear. Entering and exiting a creature is painless unless a blood magus wishes otherwise (see below). In most cases, though, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling.
If he desires, a blood magus can attempt to make a bloody exit from the destination creature. He bursts forth explosively from the creature’s body, dealing 10d6 points of damage unless the creature makes a Fortitude save (DC 10 + blood magus’s class level + blood magus’s Con modifi er). When he makes a bloody exit, a blood magus must succeed on a DC 15 Fortitude save or be stunned for 1 round from the shock of his expulsion.
Tome and Blood, p. 52 wrote:Bloodwalk(Su): At 10th level, the blood magus is perfectly attuned to the song of blood. He gains the supernatural ability to transport himself great distances via the blood of living creatures. Once per day as a standard action, he can seamlessly enter any living creature whose size equals or exceeds his own and pass any distance to another living creature in a single round, regardless of the distance separating the two. The blood magus merely designates a direction and distance ("a living creature 20 miles due west of here"), and the bloodwalk ability transports him to a destination creature as close as possible to the desired location. He can’t specify a named individual as the end point unless he has previously obtained a sample of that creature’s blood, preserved in a small vial that must be carried on the blood magus’s person.
The entry and destination creatures need not be familiar to the blood magus, but they must be alive and possess blood in their veins. (Thus, plants and the more bizarre outsiders are not eligible targets.) The blood magus may not use himself as an entry creature. If the intended entry creature is unwilling, he must hit with a melee touch attack to enter. When exiting a creature, the blood magus chooses an adjacent square in which to appear. Entering and leaving a creature is painless, unless the blood magus wishes otherwise (see below). In most cases, though, the destination creature finds being the end point of a magical portal surprising and quite unsettling. If he desires, the blood magus can attempt to make a «bloody exit» from the destination creature. If the creature fails a Fortitude save (DC 18), the exiting blood magus takes on solidity a little too soon. He bursts forth explosively from the creature’s body, dealing 16d6 points of damage. The blood magus must succeed at a Fortitude save (DC 13) or take 2d4 points of damage from the shock of his exit.
Except where noted above, this class feature resembles the dryad’s ability to move from tree to tree (see Monster Manual, page 79).