Bloodrager Class Features/Abilities
Bloodrager Features
Fast Movement
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
The character can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Blood Sanctuary
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.
Improved Uncanny Dodge
The character can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
Greater Bloodrage
At 11th level, when a bloodrager enters a bloodrage, the bonus to his attack and damage rolls increases to +3 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can cast a bloodrager spell he knows of 2nd level or lower on himself as a free action. The spell must have a range of touch or personal. 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
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
At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.
Mighty Bloodrage
At 20th level, when a bloodrager enters a bloodrage, the morale bonus to his attack and damage rolls increases to +4, and the morale bonus on his Will saves increases to +4. 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.
Damage Reduction
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.
Bloodrage
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a bloodrage, 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 bloodrage ends, and are not replenished if the bloodrager enters a bloodrage again within 1 minute of her previous bloodrage.
If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Bloodrider Proficiencies
Bloodriders are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A Bloodrider can cast Bloodrider 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 Bloodrider wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Bloodline
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.
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.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type.
Bloodrider Features
Bloodrager Proficiencies
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.
Bloodline
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.
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.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type.
Feral Mount
At 5th level, the bloodrider gains the service of a feral mount. This ability functions as the druid’s animal companion, using the bloodrager’s level – 4 as his effective druid level. This companion must be one he is capable of riding and suitable as a mount. A Medium bloodrider can select a camel or a horse. A Small bloodrider can select a pony or wolf, but can also select a boar or riding dog if he is at least 8th level. Whenever a bloodrider is bloodraging, this feral mount gains a +2 morale bonus to its Strength.
This ability replaces uncanny dodge and improved uncanny dodge.
Fast Rider
The bloodrider is adept at pushing his mount to its limit. The speed of any mount the bloodrager rides increases by 10 feet.
This ability replaces fast movement.
Animal Companion
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.
Bloodrider Proficiencies
Bloodriders are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A Bloodrider can cast Bloodrider 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 Bloodrider wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Bloodrage
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a bloodrage, 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 bloodrage ends, and are not replenished if the bloodrager enters a bloodrage again within 1 minute of her previous bloodrage.
If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Mighty Bloodrage
At 20th level, when a bloodrager enters a bloodrage, the morale bonus to his attack and damage rolls increases to +4, and the morale bonus on his Will saves increases to +4. 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.
Blood Sanctuary
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.
Greater Bloodrage
At 11th level, when a bloodrager enters a bloodrage, the bonus to his attack and damage rolls increases to +3 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can cast a bloodrager spell he knows of 2nd level or lower on himself as a free action. The spell must have a range of touch or personal. 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
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
At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.
Damage Reduction
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.
Greenrager Features
Bloodrager Proficiencies
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.
Bloodline
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.
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.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type.
Fast Movement
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
The character can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge
The character can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
Bloodrider Proficiencies
Bloodriders are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A Bloodrider can cast Bloodrider 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 Bloodrider wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Feral Mount
At 5th level, the bloodrider gains the service of a feral mount. This ability functions as the druid’s animal companion, using the bloodrager’s level – 4 as his effective druid level. This companion must be one he is capable of riding and suitable as a mount. A Medium bloodrider can select a camel or a horse. A Small bloodrider can select a pony or wolf, but can also select a boar or riding dog if he is at least 8th level. Whenever a bloodrider is bloodraging, this feral mount gains a +2 morale bonus to its Strength.
This ability replaces uncanny dodge and improved uncanny dodge.
Bloodrage
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a bloodrage, 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 bloodrage ends, and are not replenished if the bloodrager enters a bloodrage again within 1 minute of her previous bloodrage.
If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Unfettered Fury
At 3rd level, a greenrager's fury allows him to move through undergrowth with frightening speed and grace. He can move through any sort difficult terrain at his normal speed and without taking damage or suffering any other impairment.
Greater Bloodrage
At 11th level, when a bloodrager enters a bloodrage, the bonus to his attack and damage rolls increases to +3 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can cast a bloodrager spell he knows of 2nd level or lower on himself as a free action. The spell must have a range of touch or personal. 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
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
At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.
Mighty Bloodrage
At 20th level, when a bloodrager enters a bloodrage, the morale bonus to his attack and damage rolls increases to +4, and the morale bonus on his Will saves increases to +4. 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.
Damage Reduction
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.
Summoning Rager
At 6th level, a greenrager’s magic unlocks the secrets of summoning allies from nature. He adds summon nature’s ally I to his list of 1st-level bloodrager spells known as a bonus spell, as if it were a bonus bloodrager spell. At 7th level, he adds summon nature’s ally II as a bonus 2nd-level bloodrager spell, at 10th level he adds summon nature’s ally III as a bonus 3rd level bloodrager spell, and at 13th level he adds summon nature’s ally IV as a bonus 4th-level bloodrager spell.
Furious Summoning
At 9th level, creatures summoned by the bloodrager’s summon nature’s ally spell gain a +4 morale bonus to Strength and Constitution and gain the druid’s woodland stride ability. At 11th level, this bonus increases to +6. At 20th level, it increases to +8.
Primalist Features
Bloodrager Proficiencies
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.
Bloodline
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.
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.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type.
Fast Movement
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
The character can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge
The character can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
Bloodrider Proficiencies
Bloodriders are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A Bloodrider can cast Bloodrider 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 Bloodrider wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Feral Mount
At 5th level, the bloodrider gains the service of a feral mount. This ability functions as the druid’s animal companion, using the bloodrager’s level – 4 as his effective druid level. This companion must be one he is capable of riding and suitable as a mount. A Medium bloodrider can select a camel or a horse. A Small bloodrider can select a pony or wolf, but can also select a boar or riding dog if he is at least 8th level. Whenever a bloodrider is bloodraging, this feral mount gains a +2 morale bonus to its Strength.
This ability replaces uncanny dodge and improved uncanny dodge.
Bloodrage
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a bloodrage, 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 bloodrage ends, and are not replenished if the bloodrager enters a bloodrage again within 1 minute of her previous bloodrage.
If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Blood Sanctuary
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.
Greater Bloodrage
At 11th level, when a bloodrager enters a bloodrage, the bonus to his attack and damage rolls increases to +3 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can cast a bloodrager spell he knows of 2nd level or lower on himself as a free action. The spell must have a range of touch or personal. 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
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
At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.
Mighty Bloodrage
At 20th level, when a bloodrager enters a bloodrage, the morale bonus to his attack and damage rolls increases to +4, and the morale bonus on his Will saves increases to +4. 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.
Damage Reduction
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.
Spelleater Features
Bloodrager Proficiencies
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.
Bloodline
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.
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.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type.
Fast Movement
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.
Blood of Life
A spelleater’s blood empowers him to slowly recover from his wounds. At 2nd level, while bloodraging a spelleater gains fast healing 1. At 7th level and every 3 levels thereafter, this increases by 1 (to a maximum of fast healing 6 at 19th level). If the spelleater gains an increase to damage reduction from a bloodline, feat, or other ability, he is considered to have an effective damage reduction of 0, and the increase is added to this effective damage reduction.
Spell Eating
At 5th level, a spelleater can consume spell slots for an extra dose of healing. As a swift action, the spelleater can consume one unused bloodrager spell slot to heal 1d8 damage for each level of the spell slot consumed.
Bloodrider Proficiencies
Bloodriders are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A Bloodrider can cast Bloodrider 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 Bloodrider wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Feral Mount
At 5th level, the bloodrider gains the service of a feral mount. This ability functions as the druid’s animal companion, using the bloodrager’s level – 4 as his effective druid level. This companion must be one he is capable of riding and suitable as a mount. A Medium bloodrider can select a camel or a horse. A Small bloodrider can select a pony or wolf, but can also select a boar or riding dog if he is at least 8th level. Whenever a bloodrider is bloodraging, this feral mount gains a +2 morale bonus to its Strength.
This ability replaces uncanny dodge and improved uncanny dodge.
Bloodrage
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a bloodrage, 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 bloodrage ends, and are not replenished if the bloodrager enters a bloodrage again within 1 minute of her previous bloodrage.
If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Blood Sanctuary
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.
Greater Bloodrage
At 11th level, when a bloodrager enters a bloodrage, the bonus to his attack and damage rolls increases to +3 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can cast a bloodrager spell he knows of 2nd level or lower on himself as a free action. The spell must have a range of touch or personal. 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
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
At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.
Mighty Bloodrage
At 20th level, when a bloodrager enters a bloodrage, the morale bonus to his attack and damage rolls increases to +4, and the morale bonus on his Will saves increases to +4. 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.
Steelblood Features
Bloodrager Proficiencies
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.
Bloodline
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.
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.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type.
Blood Deflection
At 7th level, as a swift action a steelblood can sacrifice a bloodrager spell slot to gain a deflection bonus to AC equal to the level of the spell sacrificed. The deflection bonus lasts until the end of his next turn.
Armor Training
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Armored Swiftness
At 2nd level, a steelblood moves faster in medium and heavy armor. When wearing medium or heavy armor, a steelblood can move 5 feet faster than normal in that armor, to a maximum of his unencumbered speed.
Bloodrider Proficiencies
Bloodriders are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A Bloodrider can cast Bloodrider 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 Bloodrider wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Feral Mount
At 5th level, the bloodrider gains the service of a feral mount. This ability functions as the druid’s animal companion, using the bloodrager’s level – 4 as his effective druid level. This companion must be one he is capable of riding and suitable as a mount. A Medium bloodrider can select a camel or a horse. A Small bloodrider can select a pony or wolf, but can also select a boar or riding dog if he is at least 8th level. Whenever a bloodrider is bloodraging, this feral mount gains a +2 morale bonus to its Strength.
This ability replaces uncanny dodge and improved uncanny dodge.
Bloodrage
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a bloodrage, 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 bloodrage ends, and are not replenished if the bloodrager enters a bloodrage again within 1 minute of her previous bloodrage.
If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Blood Sanctuary
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.
Greater Bloodrage
At 11th level, when a bloodrager enters a bloodrage, the bonus to his attack and damage rolls increases to +3 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can cast a bloodrager spell he knows of 2nd level or lower on himself as a free action. The spell must have a range of touch or personal. 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
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
At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.
Mighty Bloodrage
At 20th level, when a bloodrager enters a bloodrage, the morale bonus to his attack and damage rolls increases to +4, and the morale bonus on his Will saves increases to +4. 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.
Weapon and Armor Proficiency
A steelblood gains proficiency in heavy armor. A steelblood can cast bloodrager spells while wearing heavy armor without incurring an arcane spell failure chance.
Indomitable Stance
At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.
Reformed Fiend Features
Bloodrager Proficiencies
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.
Bloodline
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.
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.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type.
Fast Movement
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
The character can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge
The character can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
Bloodrider Proficiencies
Bloodriders are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A Bloodrider can cast Bloodrider 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 Bloodrider wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Feral Mount
At 5th level, the bloodrider gains the service of a feral mount. This ability functions as the druid’s animal companion, using the bloodrager’s level – 4 as his effective druid level. This companion must be one he is capable of riding and suitable as a mount. A Medium bloodrider can select a camel or a horse. A Small bloodrider can select a pony or wolf, but can also select a boar or riding dog if he is at least 8th level. Whenever a bloodrider is bloodraging, this feral mount gains a +2 morale bonus to its Strength.
This ability replaces uncanny dodge and improved uncanny dodge.
Bloodrage
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a bloodrage, 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 bloodrage ends, and are not replenished if the bloodrager enters a bloodrage again within 1 minute of her previous bloodrage.
If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Blood Sanctuary
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.
Greater Bloodrage
At 11th level, when a bloodrager enters a bloodrage, the bonus to his attack and damage rolls increases to +3 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can cast a bloodrager spell he knows of 2nd level or lower on himself as a free action. The spell must have a range of touch or personal. 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
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
At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.
Mighty Bloodrage
At 20th level, when a bloodrager enters a bloodrage, the morale bonus to his attack and damage rolls increases to +4, and the morale bonus on his Will saves increases to +4. 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.
Damage Reduction (Reformed Fiend)
At 7th level reformed fiend's gains DR 3/evil. At 10th level, and every 3 levels thereafter, this damage reduction increases by 3 point. Damage Reduction can reduce damage to 0, but not below 0.
Hatred Against Evil
At 5th level reformed fiend gains +1 to attack and damage rolls against evil creatures while in bloodrage. This bonus increases by +1 for every 5 levels.
Way of Redemption
At 11th level all reformed fiend's melee attacks become good aligned.
Mixed-Blood Rager Features
Bloodrager Proficiencies
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.
Mixed Bloodline
Mixed-Blood Rager can use his strange heritage to invoke powers of different bloodlines. Once per day, he can choose a bloodline: until the next time he chooses a bloodline, he gains all the advantages of the chosen bloodline.
Fast Movement
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
The character can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A character with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a character already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Improved Uncanny Dodge
The character can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
Bloodrider Proficiencies
Bloodriders are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A Bloodrider can cast Bloodrider 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 Bloodrider wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Feral Mount
At 5th level, the bloodrider gains the service of a feral mount. This ability functions as the druid’s animal companion, using the bloodrager’s level – 4 as his effective druid level. This companion must be one he is capable of riding and suitable as a mount. A Medium bloodrider can select a camel or a horse. A Small bloodrider can select a pony or wolf, but can also select a boar or riding dog if he is at least 8th level. Whenever a bloodrider is bloodraging, this feral mount gains a +2 morale bonus to its Strength.
This ability replaces uncanny dodge and improved uncanny dodge.
Bloodrage
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
While in a bloodrage, 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 bloodrage ends, and are not replenished if the bloodrager enters a bloodrage again within 1 minute of her previous bloodrage.
If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Blood Sanctuary
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.
Greater Bloodrage
At 11th level, when a bloodrager enters a bloodrage, the bonus to his attack and damage rolls increases to +3 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can cast a bloodrager spell he knows of 2nd level or lower on himself as a free action. The spell must have a range of touch or personal. 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
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
At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.
Mighty Bloodrage
At 20th level, when a bloodrager enters a bloodrage, the morale bonus to his attack and damage rolls increases to +4, and the morale bonus on his Will saves increases to +4. 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.
Damage Reduction
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.
Second Mixed Bloodline
Starting at 4th level, Mixed-Blood Rager can choose a second bloodline to invoke at the same time.