|Unofficial rules compendium|
This replaces the bloodrage ability, making it comparable to the unchained barbarian's rage.
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 + her Constitution modifier. For each level after 1st she possesses, the bloodrager can bloodrage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a bloodrager can bloodrage per day. A bloodrager can enter a bloodrage as a free action. 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. While in a bloodrage, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A bloodrager can end her bloodrage as a free action, and is fatigued for 1 minute after a bloodrage ends. A bloodrager can't enter a new bloodrage while fatigued or exhausted, but can otherwise enter a bloodrage multiple times per day. If a bloodrager falls unconscious, her bloodrage immediately ends.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
At 11th level, a monster rager’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per Hit Die.
In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. The spell must have a range of touch or personal. If the spell’s duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.
At 20th level, a monster rager’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per Hit Die. Furthermore, the spell he can apply to himself at the beginning of a bloodrage due to the greater bloodrage class feature is not limited to only spells of 2nd level or lower.
Publisher: Purple Duck Games
Your magic comes from proud feathered fliers — eagles, hippogriffs, griffons, sphinxs, rocks and other free-flying creatures. This bloodline is common with shibaten and tengu, some claim it harkens back to their avian ancestors.
Feather Bloodline Bonus Spells
Feather Bloodline Bonus Feats
Feather Bloodline Powers
Talons (Su): Starting at 1st level, you can grow talons, natural weapons on your hands that allow you to make two talon attacks as a full attack action using your full base attack bonus. These talons are treated as both manufactured weapons and a natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Talons deal 1d6 points of slashing damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these talons gain a treat range of 19-20. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these talons gain a treat range of 18-20.
Plummet (Su) Starting at 4th level, you can grow or dismiss feathery wings from your back as a free action. You cannot yet fly with these wings. You can use the wings to plummet, falling from 10 ft. to 60 ft. per round. Such a fall is in addition to normal flight speed. When you plummet you also gain a fly speed of 60 ft. that you can use horizontally or downwards; you cannot use this fight speed to ascend. You do not take damage from falls of any length as long as you remain conscious. You gain pounce (as the monster ability) as long as you start at least 10 ft. above the top of the target (creatures are normally assumed to be as high as their space). Plummet counts as a natural fly speed for feat prerequisites.
Rage Flight (Su) At 8th level, when in a bloodrage you can use your wings to gain a fly speed of 60 feet with average maneuverability.
Eye in the Sky (Ex) At 12th level, reduce downward vertical distance by 10 ft. per class level when calculating the range of spells, ranged attacks, and Perception checks. After this distance, normal range applies. Horizontal distances and vertical distance to points above you always count normally. You still need to touch for effects with a range of touch.
Constant Flight (Su) At 16th level, you can use your wings at any time to gain a fly speed of 60 feet with average maneuverability. In a bloodrage, your fly speed increases to 90 ft.
Freedom of the Sky (Sp) At 20th level, you gain constant freedom of movement (sp) and can cast freedom (sp) on yourself once per day. This does not require an action and can be done even when you cannot perform actions, but can only be used on your own turn.
The rakib bloodrager comes from a long line of proud warriors, druids, and sorcerers with a blood right to ride noble genie steeds. This is closely related to the rakib prestige archetype.
Rakib Bloodline Bonus Spells
Unseen servant (7th), carry companion (10th), thaumaturgic circle (air, earth, fire, or water only) (13th), watchful animal (16th).
Rakib Bloodline Bonus Feats
Indomitable Mount, Mounted Combat, Mounted Shield, Mounted Skirmisher, Ride-by Attack, Skill Focus (Ride), Spirited Charge, Traple, Trick Riding.
Rakib Bloodline Powers
Genie Mount (Ex): At 1st level a rakib gains a horse as a loyal steed. This works as the genie rider's mount ability.
Genie's Blessing At 4th level, the rakib gains the genie rider's genie's blessing ability, choosing her first blessing. She uses all blessings as a genie rider of her bloodrager level. She gains another blessing every four levels after level 4.
This is the original class table.
|Special||Spells per Day|
|1st||+1||+2||+0||+0||Bloodline, bloodline power, bloodrage, fast movement||—||—||—||—|
|4th||+4||+4||+1||+1||Blood casting, bloodline power, eschew materials||1||—||—||—|
|5th||+5||+4||+1||+1||Improved uncanny dodge||1||—||—||—|
|7th||+7/+2||+5||+2||+2||Bloodline spell, damage reduction 1/—||1||1||—||—|
|10th||+10/+5||+7||+3||+3||Bloodline spell, damage reduction 2/—||2||1||1||—|
|12th||+12/+7/+2||+8||+4||+4||Bloodline feat, bloodline power||2||2||1||—|
|13th||+13/+8/+3||+8||+4||+4||Bloodline spell, damage reduction||3||2||1||1|
|16th||+16/+11/+6/+1||+10||+5||+5||Bloodline spell, bloodline power, damage reduction 4/—||3||3||2||1|
|19th||+19/+14/+9/+4||+11||+6||+6||Damage reduction 5/—||4||3||3||2|
|20th||+20/+15/+10/+5||+12||+6||+6||Bloodline power, mighty bloodrage||4||4||3||2|
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