Bloodrager Bloodlines
When a bloodrager enters a bloodrage, he often takes on a physical transformation inf luenced 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.
Aberrant
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 Ref lexes, 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.
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.
Abyssal
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 horrif ic 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 f laming 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, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes –4 instead of –2. At 16th level, this bonus increases by 4 instead. At 20th level, it increases by 6 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.
Arcane
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 Ref lexes, 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.
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.
Celestial
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 f ly with a speed of 60 feet and good maneuverability. At 20th level, your f ly speed increases to 80 feet.
Angelic Protection (Su): At 16th level, you gain a +4 def lection 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 f ire, as well as a +4 racial bonus on saving throws against poison. You have these benef its constantly, even while not bloodraging.
Destined
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, Leadership, Lightning Ref lexes, 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 conf irmed. 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 petrif ication, as well as to the stunned, dazed, and staggered conditions. You have these benefits constantly, even while not bloodraging.
Draconic
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 f lows 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
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone
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 Ref lex 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 f ly speed of 60 feet with average maneuverability. At 16th level, your f ly 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 benef its constantly, even while not bloodraging.
Elemental
The power of the elements resides in you, and at times you can hardly control its fury. This inf luence 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 Ref lexes, 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 Electricity 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.
Fey
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 Ref lexes, Dodge, Improved Initiative, Lightning Ref lexes, 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.
Infernal
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 Ref lexes, 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 f laming weapon special ability for 1 round. At 12th level, you can use this ability five times per day, and the effect is treated as f laming 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 batlike wings grow from your back, giving you a f ly speed of 60 feet with average maneuverability. At 16th level, your f ly speed increases to 80 feet with good maneuverability. At 20th level, your f ly 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.
Undead
The foul corruption of undeath is a part of you. Somewhere in the past, death became infused with your lineage. Your connection to the attributes of the undead 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 undeath manifest, empowering your attacks with fear and your body with foul 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.