SteelbloodBloodrager Archetype |
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![]() Fortitude High |
![]() Will Low |
![]() Reflex Low |
![]() Base Attack Bonus High |
![]() HP per level +6 (d10) |
![]() Skill Points +3 |
![]() Max level of Spells 4 |
![]() Caster ability Charisma |
![]() Caster type Casting Spontaneously |
Class Initial Features |
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Class Skills |
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Steelblood is a Bloodrager archetype in Pathfinder: Wrath of the Righteous.
Most bloodragers prefer light armor, but some learn the secret of using heavy armors. These steelbloods plod around the battlefield inspiring fear and delivering carnage from within a steel shell.
Steelblood Information
- High saves: Fortitude
- Class skills: Mobility, Athletics, Persuasion, Perception, Lore (Nature), Knowledge (Arcana)
- Steelbloods are proficient with all simple and martial weapons, all armor, and shields (except tower shields). A Steelblood can cast Steelblood spells while wearing all armor without incurring the normal arcane spell failure chance.
Steelblood Progression
Level |
Abilities |
1 | Bloodline, Bloodrage, Steelblood Proficiencies, Indomitable Stance |
2 | Armored Swiftness |
3 | Blood Sanctuary |
4 | |
5 | Armor Training |
6 | |
7 | Blood Deflection |
8 | |
9 | Armor Training |
10 | |
11 | Greater Bloodrage |
12 | |
13 | Armor Training |
14 | Indomitable Will |
15 | |
16 | |
17 | Tireless Bloodrage, Armor Training |
18 | |
19 | |
20 | Mighty Bloodrage |
Steelblood Abilities

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.

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.

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.
I've heard that steelblood bloodragers can cast sorcerer spells in heavy armor, is that true?
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