Base Attack Bonus
HP per level
Max level of Spells
Class Initial Features
Cruoromancer is a sub-class in Pathfinder: Wrath of the Righteous. Cruoromancers use spells in battle. They can learn any numbers of spells, but they need to prepare them in order to be used in battle. Cruoromancers can also specialize in one school of magic, gaining additional spells and powers based on that school
"To those who know how to manipulate it, the blood of a dhampir can be a powerful component to magic. A cruoromancer infuses his necromantic magic with the power of his unique mixture of living blood and undead ichor. As his power increases in this strange arcane art, a cruoromancer finds potent ways to infuse his unique blood with necromancy spells. "
- Base Class: Wizard
- +0 Fortitude, +2 Will, +1 Reflex
- Skill Ranks per Level: 2.
- Alignment: Any
- Race: Dhampir
- Hit Die: +4
- Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.
|Cat Familiar||+3 Stealth checks, +2 Perception checks|
|Centipede Familiar||+2 Will saves, +2 Perception checks|
|Chicken Familiar||+3 hit points, +2 Perception checks|
|Dog Familiar||+3 bonus on Lore(Nature), +2 Perception checks|
|Duck Familiar||+3 bonus on Knowledge(World), +2 Perception checks|
|Hare Familiar||+4 Initiative checks, +2 Perception checks|
|Jerboa Familiar||+3 Athletics checks, +2 Perception checks|
|Lizard Familiar||+1 natural armor bonus to AC, +2 Perception checks|
|Monkey Familiar||+3 Mobility checks, +2 Perception checks|
|Rabbit Familiar||+2 Reflex saves, +2 Perception checks|
|Rat Familiar||+2 Fortitude saves, +2 Perception checks|
|Tarantula Familiar||+3 Athletics checks, +2 Perception checks|
|Viper Familiar||+3 Persuasion checks, +2 Perception checks|
Base Attack Bonus
|Level 1||+0||0||0||+2||Cantrips, Detected Magic, Wizard Bonus Feat, Specialist School - Necromancy, Wizard Proficiencies, Blood Infusion|
|Level 5||+2||+1||+1||+4||Wizard Bonus Feat, Commanding Infusion|
|Level 10||+5||+3||+3||+7||Wizard Bonus Feat|
|Level 15||+7/+2||+5||+5||+9||Wizard Bonus Feat|
|Level 20||+10/+5||+6||+6||+12||Perfect Infusion|
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Starting Spells: A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.
When a cruoromancer casts a Spell of the necromancy school, he can opt to infuse that spell with his undead-tainted blood as a swift action. As he increases in level, the power and effects of such infusions become more potent. Each time a cruoromancer uses blood infusion, he drains a portion of his own blood either by cutting himself with a blade or by opening a scab from a previous wound. When he does this, he takes an amount of damage equal to 1d4 + half his wizard level. A Cruoromancer can only affect a spell with a single type of blood infusion.
At 1st level, he can infuse his necromancy spells in either of the following ways:
Focused Infusion: When the cruoromancer uses this infusion, he adds +1 to the DC of the infused necromancy spell.
Sickening Infusion: When the cruoromancer uses this infusion, any creature damaged by the infused necromancy spell becomes sickened for 1 round.
At 1st, 10th, and 15th level, a Wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, spell focus feat, or any other spellcaster feat. The Wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Allows you to craft scrolls during camping.
The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Power over undead: You receive Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use this feat. The DC to save against these feats is equal to 10 + 1/2 your Wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
Grave Touch: As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Life Sight: At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.
At 20th level, a cruoromancer can use his blood infusions without taking damage.
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