Bloodrager (Apath)

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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 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 grow feathery wings from your back. You cannot yet fly with these wings. You can 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.

Feathered Wings (Su) At 8th level, when in a bloodrage you 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.

Permanent Wings (Su) At 16th level, you always have 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 as an immediate action once per day.

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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