Difference between revisions of "Bloodrager (Apath)"

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At 12th level, when entering a bloodrage, you can choose to have feathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 100 feet.
 
At 12th level, when entering a bloodrage, you can choose to have feathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 100 feet.
  
'' Eye in the Sky (Ex)
+
''' Eye in the Sky (Ex)
 
At 16th 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.
 
At 16th 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.
  

Revision as of 16:14, 26 April 2017

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Unofficial rules compendium

Bloodrage Unchained

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.

Bloodlines

Feather Bloodline

Notepad.png This is a work in progress.

Publisher: Purple Duck Games

Your magic comes from that of proud and brave feathered fliers - eagles, hippogriffs, griffons, sphinxs, rocks and other free-flying creatures.

Feather Bloodline Bonus Spells

Feather step (7th), eagle eye 10th fly (13th) flash forward (16th) .

Feather Bloodline Bonus Feats

Arcane Strike, Blasting Charge, Flyby Attack, Hover, Improved Initiative, Power Attack, Reckless Rage .

Feather Bloodline Powers

Talons (Su): Starting at 1st level, you grow talons, natural weapons 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 damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these talons gain a critical hit multiple of x3. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these talons gain a critical hit multiple of x4.

Dive (Su) You can control your falls, falling from 10 ft. to 600 ft. per round and you gain a horizontal fly speed of 60 ft. (or your flight speed, if faster) while doing so. You do not take damage from falls of any length.

When you plummet, you can make a primary natural slam attack for 1d6 damage (1d4 is Small), and this attack does one point of additional damage for every 10 ft. you were above the target at the beginning of your charge (to a maximum of 20 points of additional damage). This slam attack is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Plummet counts as a natural fly speed for feat prerequisites.

Plummet (Ex) 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).

Feathered Wings (Su) At 12th level, when entering a bloodrage, you can choose to have feathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 100 feet.

Eye in the Sky (Ex) At 16th 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.

Freedom of the Sky (Sp) At 20th level, you gain constant freedom of movement (sp) and can cast freedom (sp) on yourself at will as an immediate action.

Bloodrager Spell List Additions

Used by the bloodrager.

Level 1 taunt.

Level 2 glitterdust, mirror image.

Level 3 stall flight.

Level 4 scent of sight.


Table: Bloodrager

This is the original class table.

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4
1st +1 +2 +0 +0 Bloodline, bloodline power, bloodrage, fast movement
2nd +2 +3 +0 +0 Uncanny dodge
3rd +3 +3 +1 +1 Blood sanctuary
4th +4 +4 +1 +1 Blood casting, bloodline power, eschew materials 1
5th +5 +4 +1 +1 Improved uncanny dodge 1
6th +6/+1 +5 +2 +2 Bloodline feat 1
7th +7/+2 +5 +2 +2 Bloodline spell, damage reduction 1/— 1 1
8th +8/+3 +6 +2 +2 Bloodline power 1 1
9th +9/+4 +6 +3 +3 Bloodline feat 2 1
10th +10/+5 +7 +3 +3 Bloodline spell, damage reduction 2/— 2 1 1
11th +11/+6/+1 +7 +3 +3 Greater bloodrage 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
14th +14/+9/+4 +9 +4 +4 Indomitable will 3 2 1 1
15th +15/+10/+5 +9 +5 +5 Bloodline feat 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +5 Bloodline spell, bloodline power, damage reduction 4/— 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +5 Tireless bloodrage 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +6 Bloodline feat 4 3 2 2
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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