Base Attack Bonus
HP per level
Max level of Spells
Class Initial Features
Typically, nature finds its greatest harmony with divine magic, but sometimes a connection with the natural world manifest itself through the arcane current in the veins of the bloodragers called greenragers. These bloodragers funnel their eldritch heritage into abilities that allow them to call powerful allies from nature and empower them with their bloodrage.
- High saves: Fortitude
- Class skills: Mobility, Athletics, Persuasion, Perception, Lore (Nature), Knowledge (Arcana)
- Greenragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A Greenrager can cast Greenrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance.
|1||Fast Movement, Bloodline, Bloodrage, Bloodrager Proficiencies|
|5||Improved Uncanny Dodge|
|7||Damage Reduction, Summoning Rager|
|10||Damage Reduction, Summoning Rager|
|13||Damage Reduction, Summoning Rager|
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.
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.
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.
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.
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.
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.
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.
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.
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.
At 17th level, a bloodrager no longer becomes fatigued at the end of his 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.
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.
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.
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.
|All Bloodrager Subclasses in Pathfinder: Wrath of the Righteous|