Originally heralding from a secretive oruch clan both honorable and strong, bloodragers are Ea's latest heroes! For centuries the oruch kept their secrets, crafting bloodragers from the magic of the world. Few and proud and bound by honor, they were the exemplary warriors of Adom's modern tribes. When Arendt swooped in and would remake the North, the clan could hold back no longer. They and a few, proud Dranei allies convened with Alexandria to share their magic, and so the bloodrager tradition has spread across Ea.
Welcome to our newest heroes!
- 1 Bloodrager
- 2 Extras
Hit Die: d10.
Class Skills: Acrobatics (Dex), Athletics (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis).
Skill Ranks per Level: 4 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Spells per Day|
|1st||+1||+2||+0||+0||Bloodline, bloodline power, bloodrage, fast movement||—||—||—||—|
|4th||+4||+4||+1||+1||Blood casting, bloodline power, eschew materials||1||—||—||—|
|5th||+5||+4||+1||+1||Improved uncanny dodge||1||—||—||—|
|7th||+7/+2||+5||+2||+2||Bloodline spell, damage reduction 1/—||1||1||—||—|
|10th||+10/+5||+7||+3||+3||Bloodline spell, damage reduction 2/—||2||1||1||—|
|12th||+12/+7/+2||+8||+4||+4||Bloodline feat, bloodline power||2||2||1||—|
|13th||+13/+8/+3||+8||+4||+4||Bloodline spell, damage reduction||3||2||1||1|
|16th||+16/+11/+6/+1||+10||+5||+5||Bloodline spell, bloodline power, damage reduction 4/—||3||3||2||1|
|19th||+19/+14/+9/+4||+11||+6||+6||Damage reduction 5/—||4||3||3||2|
|20th||+20/+15/+10/+5||+12||+6||+6||Bloodline power, mighty bloodrage||4||4||3||2|
Weapon and Armor Proficiency: Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Bloodlines: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.
When choosing a bloodline, the bloodrager's alignment doesn't restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Bloodrage (Su): The bloodrager's source of internal power grants him the ability to bloodrage.
A bloodrager can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a bloodrager can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the bloodrager can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a bloodrager can rage per day. A bloodrager can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a rage, a bloodrager gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the bloodrager enters a rage again within 1 minute of her previous rage. While in a rage, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A bloodrager can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A bloodrager can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a bloodrager falls unconscious, her rage immediately ends.
Bloodrage counts as the bloodrager's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement (Ex): A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Uncanny Dodge (Ex): At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Blood Sanctuary (Su): At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Blood Casting (Su): At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.
Eschew Materials: At 4th level, the bloodrager gains Eschew Materials as a bonus feat.
Spell Casting: Beginning at 4th level, a bloodrager gains the ability to cast a small number of arcane spells drawn from the bloodrager spell list. To learn or cast a spell, a bloodrager must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a bloodrager's spell is 10 + the spell level + the bloodrager's Charisma modifier.
Like other spellcasters, a bloodrager can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table: Bloodrager. In addition, he receives bonus spells per day if he has a high Charisma score. The bloodrager does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn't yet used up his allotment of spells per day for the spell's level.
The bloodrager's selection of spells is limited. At 4th level, a bloodrager knows two 1st-level spells of his choice. A bloodrager gains more spells as he increases in level, as indicated on Table: Bloodrager Spells Known. Unlike spells per day, the number of spells a bloodrager knows is not affected by his Charisma score, but it is affected by any bonus spells he gains from his bloodline. At 8th level and every 3 levels thereafter, a bloodrager can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer.
|Bloodrager Spells Known|
Damage Reduction (Ex): At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter, this damage reduction increases by 1 point. Damage Reduction can reduce damage to 0, but not below 0.
Greater Bloodrage (Su): At 11th level, abloodrager's bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.
In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.
Greater bloodrage counts as the barbarian's greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Indomitable Will (Ex): At 14th level, a bloodrager gains a +4 bonus on Will saves to resist enchantment spells while bloodraging. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his bloodrage.
Tireless Bloodrage (Su): At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.
Mighty Bloodrage (Su): At 20th level, a bloodrager's bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die. Furthermore, the spell he can apply to himself at the beginning of a bloodrage due to the greater bloodrage class feature is not limited to only spells of 2nd level or lower.
When a bloodrager enters a bloodrage, he often takes on a physical transformation influenced by his bloodline and powered by the magic that roils within him. Unless otherwise specified, he gains the effects of his bloodline powers only while in a bloodrage; once the bloodrage ends, all powers from his bloodline immediately cease, and any physical changes the bloodrager underwent revert, restoring him to normal.
There is a taint in your blood that is both alien and bizarre. When you bloodrage, this manifests in peculiar and terrifying ways.
Bonus Feats: Combat Reflexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will.
Bonus Spells: Enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th).
Bloodline Powers: While bloodraging, you gain the abilities and immunities of some aberrations, but show signs of your tainted heritage.
- Staggering Strike (Su): At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.
- Abnormal Reach (Su): At 4th level, your limbs elongate; your reach increases by 5 feet. If your reach is doubled for example, from an increase to size, add this increase at the end. It is not doubled.
- Aberrant Fortitude (Su): At 8th level, you become immune to the sickened and nauseated conditions.
- Unusual Anatomy (Su): At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to negate any critical hit or sneak attack that hits you. The damage is instead rolled normally.
- Aberrant Resistance (Su): At 16th level, you are immune to disease, exhaustion, fatigue, and poison, and to the staggered condition.
- Aberrant Form (Su): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1. You have these benefits constantly, even while not bloodraging.
Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn't manifest in all of your kin, in those moments when you're bloodraging, you embody its terrifying presence.
Bonus Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power Attack, Toughness.
Bonus Spells: Ray of enfeeblement (7th), bull's strength (10th), rage (13th), stoneskin (16th).
Bloodline Powers: The power of the Abyss courses through your veins, causing horrific transformations during your bloodrage.
- Claws (Su): At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.
- Demonic Bulk (Su): At 4th level, when entering a bloodrage, you can choose to grow one size category larger than your base size (as enlarge person) even if you aren't humanoid.
- Demon Resistances (Su): At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these resistances increase to 10.
- Abyssal Bloodrage (Su): At 12th level, your bloodrage bonus to melee and thrown attack and damage increases by 1, but the penalty to AC becomes -4 instead of -2. At 16th level, this bonus increases by 2 instead. At 20th, it increases by 3 instead.
- Demonic Aura (Su): At 16th level, when entering a bloodrage you can choose to exude an aura of fire. The aura is a 5-foot burst centered on you, and deals 2d6 + your Constitution modifier points of fire damage to creatures that end their turns within it.
- Demonic Immunities (Su): At 20th level, you're immune to electricity and poison. You have this benefit constantly, even while not bloodraging.
While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.
Bonus Feats: Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. (Your bloodrager levels count as fighter levels for the purposes of qualifying for any feats marked with an asterisk [*]. This stacks with any levels in fighter you have. Since these are a unique case, when going through Chargen, please select a dummy feat and send a +request to staff to alter it later.)
Bonus Spells: Magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th).
Bloodline Powers: When you bloodrage, arcane power transforms you into an arcane juggernaut who can cut down even the most careful caster.
- Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.
- Arcane Bloodrage (Sp): At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.
- Greater Arcane Bloodrage (Sp): At 8th level, when entering a bloodrage, you can choose to apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.
- Caster's Scourge (Ex): At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster's bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this ability constantly, even while not bloodraging.
- True Arcane Bloodrage (Sp): At 16th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: beast shape IV (choose a creature your size or larger only), form of the dragon I, or transformation. This is in addition to arcane bloodrage and greater arcane bloodrage, and otherwise works as those abilities.
- Caster's Bane (Ex): At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity within your threatened area, even when casting defensively. You have this ability constantly, even while not bloodraging.
Contact with the mystical black blood—by you or one of your ancestors—transformed your bloodline. This necromantic taint in your blood mutates you into something peculiar.
Bonus Feats: Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Toughness.
Bonus Spells: Chill touch (7th), unshakable chill (10th), elemental aura (cold only) (13th), black tentacles (16th).
Bloodline Powers: The insidious magic of black blood grants you profane powers and hideous resistances.
- Black Blood (Su): At 1st level, your blood runs thick with black blood. You are immune to the effects (both beneficial and destructive) of black blood. You have this benefit constantly, even while not bloodraging. When you take damage from a slashing or piercing attack while bloodraging, as an immediate action you can grant your melee attacks the frost weapon special ability for 2 rounds.
- You can use this ability three times per day.
- Abnormal Reach (Su): At 4th level, the black blood pumping within you twists and elongates your limbs. Your reach increases by 5 feet. If your reach is doubled for example, from an increase to size, add this increase at the end. It is not doubled.
- Black Blood Resistance (Su): At 8th level, you gain resistance 5 to cold and a +2 bonus on saving throws against ability drain, death effects, disease, energy drain, paralysis, and poison. At 16th level, this resistance increases to 10 and the saving throw bonus increases to +4.
- Retributive Spray (Su): At 12th level, whenever you're hit by an attack or spell that deals slashing or piercing damage, your black blood sprays up to 10 feet toward the opponent who attacked you, striking the first creature along its path.
- That creature takes 1d8 points of cold damage + 1 point of cold damage for every 2 bloodrager levels you possess. A successful Reflex save (DC = 10 + 1/2 your bloodrager level + your Constitution modifier) halves the damage.
- Black Blood Transfustion (Su): At 16th level, when you confirm a critical hit, some of your black blood seeps into the target's wounds. The next time the target would be healed by positive energy, the healing burns away the black blood and ends this effect, providing no other benefit. This ability is not effective against creatures that have no blood. The black blood transfusion persists until it negates one positive energy healing effect, but it can be removed sooner with a successful DC 25 Heal check.
- Black Blood Immunity: At 20th level, you gain immunity to cold, nonlethal damage, critical hits, and sneak attacks. You have this benefit constantly, even when not bloodraging.
By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.
Bonus Feats: Dodge, Improved Initiative, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Weapon Focus.
Bonus Spells: Bless (7th), resist energy (10th), heroism (13th), holy smite (16th).
Bloodline Powers: Your bloodline grants a number of resistances and changes your form to something angelic and terrible to behold when you bloodrage.
- Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.
- Celestial Resistances (Ex): At 4th level, you gain resistance 5 to acid and cold. At 12th level, these resistances increase to 10.
- Conviction (Su): At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the GM reveals the results. You must take the second result, even if it's worse.
- Wings of Heaven (Su): At 12th level, you can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, your fly speed increases to 80 feet.
- Angelic Protection (Su): At 16th level, you gain a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures. In addition, you are affected as if subject to a protection from evil spell. This effect cannot be dispelled.
- Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resistance 10 to electricity and fire, as well as a +4 racial bonus on saving throws against poison. You have these benefits constantly, even while not bloodraging.
Your bloodline is destined for great things. When you bloodrage, you exude a greatness that makes all but the most legendary creatures seem lesser.
Bonus Feats: Diehard, Endurance, Improved Initiative, Intimidating Prowess, Heroic Recovery, Lightning Reflexes, Weapon Focus.
Bonus Spells: Shield (7th), blur (10th), protection from energy (13th), freedom of movement (16th).
Bloodline Powers: Your future greatness grants you the might to strike your enemies with awe.
- Destined Strike (Su): At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.
- Fated Bloodrager (Su): At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).
- Certain Strike (Su): At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this ability after the die is rolled, but before the GM reveals the results. You must take the second result, even if it's worse.
- Defy Death (Su): At 12th level, once per day when an attack or spell that deals damage would result in your death, you can attempt a DC 20 Fortitude save. If you succeed, you are instead reduced to 1 hit point; if you succeed and already have less than 1 hit point, you instead take no damage.
- Unstoppable (Su): At 16th level, any critical threats you score are automatically confirmed. Any critical threats made against you confirm only if the second roll results in a natural 20 (or is automatically confirmed).
- Victory or Death (Su): At 20th level, you are immune to paralysis and petrification, as well as to the stunned, dazed, and staggered conditions. You have these benefits constantly, even while not bloodraging.
At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime monster's ancient power fuels your bloodrage.
Bonus Feats: Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Fly), Toughness.
Bonus Spells: Shield (7th), resist energy (10th), fly (13th), fear (16th).
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. Once chosen, this cannot be changed. A number of your bloodline powers deal damage and grant resistances based on your dragon type, as noted below.
|Dragon Type||Energy Type||Breath Shape|
- Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.
- Draconic Resistance (Ex): At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.
- Breath Weapon (Su): At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per bloodrager level. Those caught in the area of the breath can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above table). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
- Dragon Wings (Su): At 12th level, when entering a bloodrage, you can choose to have leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.
- Dragon Form (Su): At 16th level, when entering a bloodrage, you can choose to take the form of your chosen dragon type (as form of the dragon II, but with average or good maneuverability, as you would gain from the dragon wings bloodrage power above).
- Power of Wyrms (Su): At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also gain blindsense with a range of 60 feet. You have these benefits constantly, even while not bloodraging.
Elemental (or Djinni-blooded)
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm.
Bonus Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus.
Bonus Spells: Burning hands* (7th), scorching ray* (10th), protection from energy (13th), elemental body I (16th). (Spells marked with an asterisk [*] always deal a type of energy damage determined by your element, regardless of the spell's normal effects. In addition, the subtype of these spells changes to match the energy type of your element.)
Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power while bloodraging. At first level, you must select an element: air, earth, fire, or water. Once chosen, this cannot be changed. A number of your abilities deal damage and grant resistances based on your element, as noted below.
|Element||Energy Type||Elemental Movement|
|Air||Electricty||Fly 60 feet (good)|
|Earth||Acid||Burrow 30 feet|
|Fire||Fire||+30 feet base land speed|
|Water||Cold||Swim 60 feet|
- Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and this ability no longer requires a swift action to activate.
- Elemental Resistance (Ex): At 4th level, you gain energy resistance 10 against your energy type.
- Elemental Movement (Su): At 8th level, you gain a special movement type or bonus based on your chosen element, as indicated on the above table.
- Power of the Elements (Su): At 12th level, the energy damage done by your elemental strikes bloodline ability bypasses resistance to that energy type, and still deals half damage to creatures with immunity to energy of that type.
- Elemental Form (Su): At 16th level, once per day when entering a bloodrage you can take an elemental form as elemental body IV.
- Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type. You have this benefit constantly, even while not bloodraging.
One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. It affects your bloodrage in tricky and surprising ways.
Bonus Feats: Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Step Up, Intimidating Prowess.
Bonus Spells: Entangle (7th), hideous laughter (10th), haste (13th), confusion (16th).
Bloodline Powers: The power of the natural world saturates your being, and manifests itself when you bloodrage.
- Confusing Critical (Su): At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect.
- Leaping Charger (Su): At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge.
- Blurring Movement (Su): At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round.
- Quickling Bloodrage (Sp): At 12th level, while bloodraging you're treated as if you are under the effects of haste.
- One with Nature (Su): At 16th level, creatures of the animal or plant types don't attack you unless compelled to do so by magic or you attack them first. Three times per day, you can transport yourself from one tree to another tree, as tree stride with half the transport range. Moving from one tree to another in this manner is a move action. You gain these abilities even while not bloodraging.
- Fury of the Fey (Su): At 20th level, when entering a bloodrage you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have bane against that type. This ability doesn't stack with other forms of bane.
The Pit lives in your blood. Maybe one of your ancestors was seduced by the powers of Hell or made a deal with a devil. Either way, its corruption seethes within your lineage.
Bonus Feats: Blind-Fight, Combat Reflexes, Deceitful, Improved Disarm, Improved Sunder, Intimidating Prowess, Iron Will.
Bonus Spells: Protection from good (7th), scorching ray (10th), suggestion (13th), fire shield (16th).
Bloodline Powers: When you bloodrage, hellfire infuses your blood with terrifying effects.
- Hellfire Strike (Su): At 1st level, as a swift action up to three times a day you can infuse your attacks with hellfire. When you do, your melee attacks gain the flaming weapon special ability for 1 round. At 12th level, you can use this ability five times per day, and the effect is treated as flaming burst.
- Infernal Resistance (Ex): At 4th level, you gain fire resistance 5, as well as a +2 bonus on saving throws against poison. At 8th level, your fire resistance increases to 10, and the bonus on saving throws against poison increases to +4.
- Diabolical Arrogance (Su): At 8th level, you gain a +4 bonus on saving throws against enchantment and fear effects.
- Dark Wings (Su): At 12th level, when entering a bloodrage you can choose to have bat-like wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.
- Hellfire Charge (Su): At 16th level, when you charge the attack you make at the end of the charge gains the benefit of your hellfire strike without expending a use of it. If you already have hellfire strike active, the fire damage ignores fire resistance of 10 or lower.
- Fiend of the Pit (Su): At 20th level, you gain immunity to fire and poison. You also gain resistance 10 to acid and cold, and gain the see in darkness ability. You have these benefits constantly, even while not bloodraging.
The influence of War has been released from deep within you.
Bonus Feats: Alertness, Blind-Fight, Exotic Weapon Proficiency (spiked chain), Great Fortitude, Improved Dirty Trick, Iron Will, Toughness.
Bonus Spells: Persuasive goad (7th), pain strike (10th), deeper darkness (13th), fear (16th).
Bloodline Powers: The lust for battle consumes you when you bloodrage.
- Painful Strike (Su): At 1st level, when you confirm a critical hit, the target is sickened for a number of rounds equal to 1/2 your bloodrager level (minimum 1). During this time, the creature must succeed at a concentration check (DC = 15 + the spell's level) in order to cast a spell.
- Grasping Chains (Su): At 4th level, chains cover your body and extend from your arms, grasping at the air around you and granting you a +4 bonus on Climb skill checks. At 9th level, this bonus increases to +8 and you gain a Climb speed equal to 1/2 your base speed.
- Armor of Chains (Su): At 8th level, you gain resistance 5 to cold and the chains covering your body provide a +4 armor bonus to AC with no armor check penalty, maximum Dexterity bonus, or additional weight. At 16th level, the resistance increases to 10 and the armor bonus increases to +8.
- Agony's Embrace (Su): At 12th level, whenever you're hit by a critical hit, your bloodrage bonus to melee and thrown weapon attack and damage increases by 1 for 1d6 rounds or until your rage ends. The bonus increases by 2 at 16th level and by 3 at 20th level.
- Unnerving Gaze (Su): At 16th level, your foes begin to see flashes of the faces of dead loved ones when they look at your face. You gain a gaze attack with a range of 30 feet. All foes who fail a Will save (DC = 10 + 1/2 your bloodrager level + your Charisma modifier) become shaken for 1d3 rounds.
- Warlord's Immunities (Su): At 20th level, you gain immunity to cold and DR 10/good and silver. You have this benefit constantly, even when not bloodraging.
The scent of the beyond is a part of you. Somewhere in the past, death became infused with your lineage. Your connection to the attributes of the grave bestows frightening power when your bloodrage.
Bonus Feats: Diehard, Dodge, Endurance, Intimidating Prowess, Iron Will, Mobility, Toughness.
Bonus Spells: Chill touch (7th), false life (10th), vampiric touch (13th), enervation (16th).
Bloodline Powers: When you enter a bloodrage, the powers of death manifest, empowering your attacks with fear and your body with resistances.
- Frightful Charger (Su): At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect.
- Ghost Strike (Su): At 4th level, your melee attacks are treated as if they have the ghost touch weapon special ability.
- Death's Gift (Su): At 8th level, you gain cold resistance 10, as well as DR 10/— against nonlethal damage.
- Frightful Strikes (Su): At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures who are already shaken become frightened. At 16th level, those who are already frightened become panicked. This is a mind-affecting fear effect.
- Incorporeal Bloodrager (Su): At 16th level, once per day you can choose to become incorporeal. You take only half damage from magic corporeal sources, and you take no damage from non-magic weapons and objects. Your attacks deal damage as normal due to your ghost strike bloodrage power.
- One Foot in the Grave (Ex): At 20th level, you gain immunity to cold, nonlethal damage, paralysis, and sleep. The DR from your damage reduction ability increases to 8. Unintelligent undead don't notice you unless you attack them. You gain a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead. You have these benefits constantly, even while not bloodraging.
Bonus Spells per Level
The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, and rangers; and Charisma for bards, paladins, and sorcerers. In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. See the individual class description details.
|Bonus Spells per Level|
|Caster Ability Score||Modifier||0||1st||2nd||3rd||4th||5th||6th||7th||8th||9th|
|1||–5||Can't cast spells tied to this ability|
|2–3||–4||Can't cast spells tied to this ability|
|4–5||–3||Can't cast spells tied to this ability|
|6–7||–2||Can't cast spells tied to this ability|
|8–9||–1||Can't cast spells tied to this ability|
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