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Blood Magic Info, Ideas How To Use Blood Magic Blood magic does not necessarily involve spilling blood, though in a ritual setting, many spellcasters choose to do so as a symbolic gesture. The real drain is imposed by the spell, which draws power directly from the mage. When a spellcaster chooses to use blood magic, he must voluntarily sacrifice hit points: 25%, 50%, 75%, or 100% of his maximum hit points. This can be done regardless of the caster's current hit points; a caster with only 1 hit point remaining could choose to sacrifice 100% of his maximum hit points. He would, however, become unconscious immediately after the spell was cast, and likely die as well. No effect short of divine intervention can prevent this damage. For each 25% of maximum hit points sacrificed in this way, the spell gains +1 spell levels and +2 caster levels. The additional spell levels may be used to cast any spell that the caster had prepared during that day, or that the caster knows if he casts spontaneously. Additional spell levels may also be used to add metamagic feats to the spell. A spontaneous spellcaster does not take longer to cast a blood magic spell, even if the spell uses metamagic feats. If a spellcaster chooses to sacrifice 100% of his maximum hit points, he gains additional benefits. The spell he casts may be any spell on his class list, so long as it is not from a banned school. If he chooses to apply metamagic feats to the spell, he may apply any metamagic feat, whether or not he has that feat. Recovering From Blood Magic Damage taken from blood magic must heal by natural recovery. No healing magic short of divine intervention can restore hit points lost to blood magic. The Heal skill can be used to speed recovery as normal, but magical healing is not possible. Marks of Blood Magic Sufficient use of blood magic can change a spellcaster's body. No organized research has been conducted due to the dangers inherent in blood magic, but some mages have found scars or odd markings on various parts of their body. The exact effects seems to vary from one individual to the next. Blood Mage (3.5e Class) Contents
1 Blood Mage 1.1 Making a Blood Mage 1.1.1 Class Features 1.1.2 Epic Blood Mage 1.1.3 Elf Blood Mage Starting Package 1.2 Campaign Information 1.2.1 Playing a Blood Mage 1.2.2 Blood Mages in the World 1.2.3 Blood Mage Lore 1.2.4 Blood Mages in the Game Blood Mage <general description>. Making a Blood Mage <Strong points and weak points, and effectiveness with party members.>. Abilities: Intelligence determines how powerful a spell a Blood Mage can cast, how many spells a Blood Mage can cast per day, and how hard those spells are to resist (see Spells, below. Like a sorcerer or wizard, a Blood Mage benefits from high Dexterity and Constitution scores. Races: Humans are more likely to join this class Alignment: Any non good. Starting Gold: 3d4 times10 gp (100gp). Starting Age: "As wizard" Table: The Blood Mage Hit Die: d6 Level Base Attack Bonus Saving Throws Special Spells per Day Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +0 +0 +0 +2 Summon Familiar, Flesh Runes 3 1 — — — — — — — — 2nd +1 +0 +0 +3 Blood Magic 4 2 — — — — — — — — 3rd +1 +1 +1 +3 4 2 1 — — — — — — — 4th +2 +1 +1 +4 4 3 2 — — — — — — — 5th +2 +2 +2 +4 Bloodied Silent 4 3 2 1 —
— — — — — 6th +3 +2 +2 +5 4 3 3 2 — — — — — — 7th +3 +2 +2 +5 4 4 3 2 1 — — — — — 8th +4 +2 +2 +6 Sudden Still 4 4 3 3 2 — — — — — 9th +4 +3 +3 +6 4 4 4 3 2 1 — — — — 10th +5 +3 +3 +7 4 4 4 3 3 2 — — — — 11th +5 +3 +3 +7 Craft Contingent Spell 4 4 4 4 3 2 1 — — — 12th +6/1 +4 +4 +8 4 4 4 4 3 3 2 — — — 13th +6/1 +4 +4 +8 4 4 4 4 4 3 2 1 — — 14th +7/2 +4 +4 +9 Bloodied Empower 4 4 4 4 4 3 3 2 — — 15th +7/2 +5 +5 +9 4 4 4 4 4 4 3 2 1 — 16th +8/3 +5 +5 +10 4 4 4 4 4 4 3 3 2 — 17th +8/3 +5 +5 +10 Bloodied Maximize 4 4 4 4 4 4 4 3 2 1 18th +9/4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2 19th +9/4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3 20th +10/5 +6 +6 +12 Bloodied Metamagic 4 4 4 4 4 4 4 4 4 4 Class Skills 2 + Int modifier per level, ×4 at 1st level) The Blood Mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). |} Class Features All of the following are class features of the Blood Mage. Weapon and Armor Proficiency: Blood Mages are proficient with all simple weapons, but not with any type of shield. They can use light armor.
Spells: A Blood Mage casts arcane spells which are drawn from the sorcerer/wizard spell list. A Blood Mage must choose and prepare her spells ahead of time (see below). To learn, prepare, or cast a spell, the Blood Mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Blood Mage’s spell is 10 + the spell level + the Blood Mage’s Intelligence modifier. Like other spellcasters, a Blood Mage can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score. Blood Mages are unique in that they do not have a spell book, but rather they ritualistically scar themselves with the arcane formula required to learn their spells each day. This means that they need never fear losing their spell book, but it also means that the number of spells they can know is limited by their skill. As such, while they prepare spells as a Wizard, they have a limited number of spells known. A Blood Mage must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying his markings. While studying, the Blood Mage decides which spells to prepare. Blood Mages choose their spells from the sorcerer/wizard list. Table: Blood Mage Spells Known Level Spells Known 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 5 3 — — — — — — — — 2nd 6 3 — — — — — — — — 3rd 6 4 1 — — — — — — — 4th 7 4 2 — — — — — — — 5th 7 5 2 1 — — — — — — 6th 8 5 3 2 — — — — — — 7th 8 6 3 2 1 — — — — — 8th 9 6 4 3 2 — — — — — 9th 9 6 4 3 2 1 — — — — 10th 10 6 5 4 3 2 — — — — 11th 10 6 5 4 3 2 1 — — — 12th 10 6 6 5 4 3 2 — — — 13th 10 6 6 5 4 3 2 1 — — 14th 10 6 6 5 5 4 3 2 — — 15th 10 6 6 5 5 4 3 2 1 — 16th 10 6 6 5 5 5 4 3 2 — 17th 10 6 6 5 5 5 4 3 2 1 18th 10 6 6 5 5 5 4 4 3 2 19th 10 6 6 5 5 5 4 4 3 3 20th 10 6 6 5 5 5 4 4 4 4
Summon Familar: A Blood Mage can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. The Blood Mage chooses the kind of familiar he gets. As the Blood Mage advances in level, his familiar also increases in power. If the familiar dies or is dismissed by the sorcerer, the Blood Mage must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per Blood Mage; success reduces the loss to onehalf that amount. However, a Blood Mage’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs. A character with more than one class that grants a familiar may have only one familiar at a time. Flesh Runes: A Blood Mage does not use a spell book; instead, he inscribes the arcane formula required for his spells deeply into his skin. These runes allow him to channel his lifeblood into the magic he wields. The scars make the Blood Mage suffer a 4 penalty on his Disguise check to hide the fact that he is a Blood Mage. Anyone who does see the runes however does not necessarily realize their significance, which requires a DC 15 Knowledge (Arcana) check. Blood Magic: At 2nd level a Blood Mage gains the ability to turn his life force (his blood) directly into the raw magical energy required to power a spell. He can opt to take an amount of Constitution Burn (as shown on the table “Constitution Burn by Spell Level”) to spontaneously cast a spell without expending spell slots as a full round action. If the Blood Mage dies from this Constitution loss, then the last spell still functions normally, even if this means that the Blood Mage effectively has a negative Constitution score. If the spell is of a level that the Blood Mage could not normally cast (such as from metamagic augmentation with Bloodied Metamagic and similar abilities) the Blood Mage dies instantly as the spell is cast. (still having normal affect, the Blood Mage's loss of life still does not ruin the spell). However, if the Blood Mage is resurrected, then he suffers a number of points of permanent Constitution loss that cannot be removed by any means equal to the number of spell levels that the killing spell was minus the level of the Blood Mage's highest level spell slot. Constitution Burn by Level Spell level Constitution Burn Highest spell level+3 : Death and 3 points of permanent Constitution loss. Highest spell level+2 : Death and 2 points of permanent Constitution loss.
Highest spell level+1 : Death and 1 point of permanent Constitution loss. Highest spell level:7 points 2nd Highest spell level:6 points 3rd Highest spell level:6 points 4th Highest spell level:5 points 5th Highest spell level:4 points 6th Highest spell level:4 points 7th Highest spell level:3 points 8th Highest spell level:2 points 9th Highest spell level:2 points 10th Highest spell leve:1 points Bloodied Silent: At 5th level a Blood Mage may prepare a spell with the metamagic feat Silent Spell even if he does not posses it. The level of the spell is raised as normal. Upon casting the spell, he takes 1 point of constitution burn. If the spell is unused by the end of the day then no points of constitution are lost. If the Blood Mage already has Silent Spell or gains it at a later level, then the Blood Mage can spontaneously cast the spell with the effect of the Silent Spell feat without raising its caster level as a full round action. This use deals the number of points of constitution that a spell of the total effective level of the spell (including metamagic feats) would if it was cast with the Blood Magic ability. If this spell was cast with the Blood Magic class feature, then it deals twice as much total ability burn. Bloodied Still: At 8th level a Blood Mage may prepare a spell with the metamagic feat Still Spell even if he does not posses it. The level of the spell is raised as normal. Upon casting the spell, he takes 1 point of constitution burn. If the spell is unused by the end of the day then no points of constitution are lost. If the Blood Mage already has Still Spell or gains it at a later level, then the Blood Mage can spontaneously cast the spell with the effect of the Still Spell feat without raising its caster level as a full round action. This use deals the number of points of constitution that a spell of the total effective level of the spell (including metamagic feats) would if it was cast with the Blood Magic ability. If this spell was cast with the Blood Magic class feature, then it deals twice as much total ability burn. Craft Contingent Spell: At 11th level a Blood Mage gains the item creation feat Craft Contingent
Spell (if you are not using Complete Arcane, then you can replace this bonus feat with any other item creation feat for which you qualify). Bloodied Empower: At 14th level a Blood Mage may prepare a spell with the metamagic feat Empower Spell even if he does not posses it. The level of the spell is raised as normal. Upon casting the spell, he takes 2 points of constitution burn. If the spell is unused by the end of the day then no points of constitution are lost. If the Blood Mage already has Empower Spell or gains it at a later level, then the Blood Mage can spontaneously cast the spell with the effect of the Empower Spell feat without raising its caster level as a full round action. This use deals the number of points of constitution that a spell of the total effective level of the spell (including metamagic feats) would if it was cast with the Blood Magic ability. If this spell was cast with the Blood Magic class feature, then it deals twice as much total ability burn. Bloodied Maximize: At 17th level a Blood Mage may prepare a spell with the metamagic feat Maximize Spell even if he does not posses it. The level of the spell is raised as normal. Upon casting the spell, he takes 3 points of constitution burn. If the spell is unused by the end of the day then no points of constitution are lost. If the Blood Mage already has Maximize Spell or gains it at a later level, then the Blood Mage can spontaneously cast the spell with the effect of the Maximize Spell feat without raising its caster level as a full round action. This use deals the number of points of constitution that a spell of the total effective level of the spell (including metamagic feats) would if it was cast with the Blood Magic ability. If this spell was cast with the Blood Magic class feature, then it deals twice as much total ability burn. Bloodied Metamagic: At 20th level a Blood Mage gains the ability to use all of his metamagic feats to spontaneously modify his spells. Upon casting a spell modified with this ability, the Blood Mage takes a number of points of Constitution Burn as if the spell was cast with his Blood Magic class ability. If this spell was cast with the Blood Magic class feature, then it deals twice as much total ability burn. Epic Blood Mage Table: The Epic Blood Mage Hit Die: d6 Level Special 21st bonus feat 22nd 23rd bonus feat 24th 25th bonus feat 26th 27th bonus feat 28th 29th bonus feat
30th <number of skill points> + Int modifier skill points per level. Bonus Feats: The epic Blood Mage gains a bonus feat (selected from the list of epic blood mage bonus feats) at 21st level and every 2 levels after 21st. Epic blood mage Bonus Feat List: <list of bonus epic feats>. Elf Blood Mage Starting Package Weapons: Shortspear (1d6, crit ×2, range inc. 20 ft., 3 lb., onehanded, piercing). Light crossbow (1d8, crit 19–20/×2, range inc. 80 ft., 4 lb., piercing). Skill Selection: Pick a number of skills equal to 4 + Int modifier. Skill Ranks Ability Armor Check Penalty Knowledge (Arcana) 4 Int — Spellcraft 4 Int — Concentration 4 Int — Decipher Script 4 Int — Hide(cc) 2 Dex 0 Move Silently(cc) 2 Dex 0 Search(cc) 2 Int — Spot 2 Wis — Feat: Endurance Spells Known:0level spells—detect magic, ghost sound, light, mage hand, read magic. 1stlevel spells—mage armor, magic missile, sleep. Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Hooded lantern, 5 pints of oil. Spell component pouch. Case with 10 crossbow bolts.. Gold: 3d4 gp Campaign Information Playing a Blood Mage Religion: Due to the rather macabre nature of this class, good deities are not overly welcoming towards a traveling Blood Mage. Most of this class worship gods of knowledge such as Boccob or Wee Jas, whereas Vecna is also a common god among the truly evil members of this class. Many Blood Mages worship no god at all, relying soly on their own power to see them through.
Other Classes: Blood Mages are not known for their interpersonal skills. Paladins distrust them at best and are openly hostile at worst, regardless of the Mage’s alignment. They tend to relate poorly to other primary arcane spellcasters as they are almost universally extremely competitive with their peers. They respect the healing power of divine magic and its users but tend to be rather flippant with religion in general. They have little in common with fighters and other primary combatants, and while they realize that without the defensive services provided by such characters they would have no hope of survival, in non combat venues they usually remain apathetic towards the martial classes. In fact, the class they get along best with happens to be the Bard. The bard’s spellcasting is no threat to the blood mage, and the typical antics of bards in general soften the Blood Mage’s callus exterior. Combat: Blood Mages are similar to sorcerers in that their role is largely defined by the spells they chose to inscribe upon their flesh. They have powerful if costly metamagic abilities built into their class and they use them as often as they dare. Advancement: As metamagic focused characters, Blood Mages should grab up as many of such feats as they can. Generally multiclassing is not advised due to the inevitable slowing of the Blood Mage’s spell progression. Yet, this class lends itself better than most to the idea of an armored mage with its still spell ability. Blood Mages in the World “ within my blood lies the power to overcome the limitations of mortal magic, who could turn that down? ” —<NPC name>, Human Blood Mage Blood Mages tend to be reclusive and secretive, coming out only when they have a great and pressing need to. The only known exception to this is in the case of a blood mage apprentice who was expelled but not killed, which is a rare event in and of itself. Daily Life: <day in the life of a character of this class>. Notables: <notable NPCs of this class>. Organizations: Blood Mages rarely organize except to form oneonone apprenticeships. Sometimes such apprenticeships can last many years and be quite stable, especially with a lawfull master and apprentice. More commonly however these relationships break down after a relitivly short time, and what happens afer that is largely a function of the master and apprentice's moral alignments. NPC Reactions: Blood Mages are fairly obscure, and as such do not garner a specific response from ordinary people. Yet any new spellcaster will be subject to some amount of suspicion and due to the inscribed runes and powerful magic that Blood Mages wield, they are often even more reviled than sorcerers.
Blood Mage Lore Characters with ranks in Knowledge (Arcana) can research Blood Mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs. Knowledge (arcana) DC Result 15 Blood Mages are dangerous spellcasters who can occasionally cast extremely powerful spells. They cover their bodies in strange runes. 20 Blood Mages draw power from the blood flowing through their veins, allowing them to cast spells that go beyond the normal limits of power. The runes allow them to focus and use the power of their blood in their spells. 25 At this check result, the character learns the whereabouts of a specific blood mage, friendly or otherwise. Blood Mages in the Game The Blood Mage is a fine example of a antihero class, one who through dubious means achieves noble ends. Of course, they can just as easily be used as villains to confound players who are bored at just running into one more sorcerer. Blood Mages are obscure enough to be simply dropped into a campaign with the explanation being that the PCs simply have never heard of this specialized form of spellcaster. Adaptation: This class does not need to have its slightly evil tone. Indeed the loss of constitution could be a holy sacrifice for a divine or otherwise holy cause, and death from spell casting Sample Encounter: <DM placement for NPCs of this class.>. EL whatever: <Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.>. Blood Blaze School transmutation [fire]; Level alchemist 2, antipaladin 1, bloodrager 2, cleric 2, magus 2, sorcerer/wizard 2, witch 2 CASTING Casting Time 1 standard action Components V, S EFFECT Range touch
Target creature touched Duration 1 round/level (D) Saving Throw Fort negates (harmless); Spell Resistance yes (harmless) Racial Spell This spell was originally created for Orcs. Characters or creatures of other races can learn to cast it with GM permission. DESCRIPTION The target gains a 5footradius aura that causes the blood of creatures in that area to ignite upon contact with air. Any creature (including the spell's target) within the aura that takes at least 5 points of piercing, slashing, or bleed damage from a single attack automatically creates a spray of burning blood. The spray strikes a creature in a randomly determined square adjacent to the injured creature. The spray deals 1d6 points of fire damage to any creature in that square, and 1 point of splash damage to all creatures within 5 feet of the spray's target, including the target of this spell. A creature can only create one spray of burning blood per round. Creatures that do not have blood (including oozes and most constructs and undead) do not create blood sprays when attacked. BLOOD RAGER CLASS (PATHFINDER) While many ferocious combatants can tap into a deep reservoir of buried rage, bloodragers have an intrinsic power that seethes within. Like sorcerers, bloodragers' veins surge with arcane power. While sorcerers use this power for spellcasting, bloodragers enter an altered state in which their bloodline becomes manifest, where the echoes of their strange ancestry lash out with devastating power. In these states, bloodragers can cast some arcane spells instinctively. The bloodrager's magic is as fast, violent, and seemingly unstoppable as their physical prowess. Role: Masters of the battlefield, bloodragers unleash fearful carnage on their enemies using their bloodlines and combat prowess. The bloodrager's place is on the front lines, right in his enemies' faces, supplying tremendous martial force bolstered by a trace of arcane magic. Alignment: Any. Hit Die: d10. Parent Classes: Barbarian and sorcerer. Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less. Class Skills
The bloodrager's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). Skill Ranks per Level: 4 + Int modifier. Table: Bloodrager Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day 1st 2nd 3rd 4th 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 Class Features The following are the class features of the bloodrager.
Weapon and Armor Proficiency 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. When choosing a bloodline, the bloodrager's alignment doesn't restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior. 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 spelllike 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. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels. If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform. Bloodline Mutations: Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in which a bloodline enters a bloodrager or sorcerer's lineage can result in the manifestation of particularly strange or unusual bloodline powers known as mutations. Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets. Once this choice is made, it cannot be changed, and a bloodrager or sorcerer cannot swap a bloodline power that she has altered or replaced with an archetype for a bloodline mutation. A bloodrager need not be in a
bloodrage to use her bloodline mutation powers. Alternatively, a bloodrager or sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided her class level is at least equal to the level of the bloodline ability the mutation normally replaces. The list of bloodline mutations can be found here. Source: PPC:MTT Bloodrage (Su) 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. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma, Dexterity, or Intelligencebased skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. 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. Fast Movement (Ex) 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. Uncanny Dodge (Ex) At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flatfooted, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. Blood Sanctuary (Su) 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. Blood Casting (Su) At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state. Eschew Materials At 4th level, the bloodrager gains Eschew Materials as a bonus feat. Spell Casting Beginning at 4th level, a bloodrager gains the ability to cast a small number of arcane spells drawn from the bloodrager spell list. To learn or cast a spell, a bloodrager must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a bloodrager's spell is 10 + the spell level + the bloodrager's Charisma modifier. Like other spellcasters, a bloodrager can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table: Bloodrager. In addition, he receives bonus spells per day if he has a high Charisma score. The bloodrager does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn't yet used up his allotment of spells per day for the spell's level. The bloodrager's selection of spells is limited. At 4th level, a bloodrager knows two 1stlevel spells of his choice. A bloodrager gains more spells as he increases in level, as indicated on Table: Bloodrager Spells Known. Unlike spells per day, the number of spells a bloodrager knows is not affected by his Charisma score, but it is affected by any bonus spells he gains from his bloodline. At 8th level and every 3 levels thereafter, a bloodrager can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer. Table: Bloodrager Spells Known Level Spells Known 1st 2nd 3rd 4th 1st — — — — 2nd — — — — 3rd — — — —
4th 2 — — — 5th 3 — — — 6th 4 — — — 7th 4 2 — — 8th 4 3 — — 9th 5 4 — — 10th 5 4 2 — 11th 5 4 3 — 12th 6 5 4 — 13th 6 5 4 2 14th 6 5 4 3 15th 6 6 5 4 16th 6 6 5 4 17th 6 6 5 4 18th 6 6 6 5 19th 6 6 6 5 20th 6 6 6 5 Improved Uncanny Dodge (Ex) At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character. Damage Reduction (Ex) 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. Greater Bloodrage (Su) At 11th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. 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.
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 (Ex) 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 (Su) At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage. Mighty Bloodrage (Su) At 20th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +8, 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. Bloodrager Bloodlines Bloodrager Bloodlines When a bloodrager enters a bloodrage, he often takes on a physical transformation influenced by his bloodline and powered by the magic that roils within him. Unless otherwise specified, he gains the effects of his bloodline powers only while in a bloodrage; once the bloodrage ends, all powers from his bloodline immediately cease, and any physical changes the bloodrager underwent revert, restoring him to normal. Paizo Bloodrager Bloodlines Aberrant Abyssal Arcane Black Blood Celestial Destined Draconic Elemental Fey Infernal Kyton Undead All Bloodrager Bloodlines (Includes 3pp)
Bloodrager Bloodlines Ascension Games, LLC Forgeborn Shadow Bloodrager Bloodlines Everyman Gaming, LLC Kitsune Bloodrager Bloodlines Jon Brazer Enterprises Cleansed Bloodrager Bloodlines Paizo, Inc. Aberrant Abyssal Arcane Black Blood Celestial Destined Draconic Elemental Fey Infernal Kyton Undead Favored Class Bonuses Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have bloodragers as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward. Race Bonus Source Paizo Core Races Dwarf Increase the bloodrager’s total number of bloodrage rounds per day by 1. ACG Elf Add 1 foot to the bloodrager’s base speed. In combat, this only has an effect for every five increases in base speed. This bonus stacks with the bloodrager’s fast movement class feature, and applies under the same conditions and that feature. ACG Gnome Add ¼ to the bloodrager’s effective class level when determining the power of her bloodrager bloodline powers. ACG HalfElf Increase the bonus gained from blood sanctuary by ¼. ACG HalfOrc Increase the bloodrager’s total number of bloodrage rounds per day by 1. ACG Halfling Gain a +¼ dodge bonus to AC while bloodraging against creatures at least one size category larger than the bloodrager. ACG Human Increase the bloodrager’s total number of bloodrage rounds per day by 1. AC
3rd Party Publishers Jon Brazer Enterprises Android Add +1/4 bonus to the bloodrager’s nanite surge when in a bloodrage. JBE:BoHR:AFCO Catfolk Add +2.5 feet to the distance the arcanist can move when using the dimensional slide exploit, up to a maximum of 1.5 times the usual distance she could move at her given level. This option has no effect unless the arcanist has selected it twice (or possesses increments evenly divisible by 5); a distance of 12.5 feet is effectively the same as a distance of 10 feet, for example. JBE:BoHR:AFCO Changeling When casting arcanist transmutation spells targeting only the arcanist, add +1/3 to the caster level. JBE:BoHR:AFCO Elan When casting arcanist evocation spells, add +1/3 to the effective caster level, but only for the purpose of determining duration. JBE:BoHR:AFCO Gillmen Add a +1 bonus on caster level checks to cast spells underwater. JBE:BoHR:AFCO Lizardfolk Add +1/2 round of bloodrage per day. JBE:BoHR:AFCO Merfolk Add +1 foot to the bloodrager’s swim speed when in a blood rage. In combat this option has no effect unless the bloodrager has selected it 5 times (or another increment of 5); a swim speed of 54 feet is effectively the same as 50 feet, for example. JBE:BoHR:AFCO Samsaran Reduce the duration of fatigue after bloodraging by 1/4 rounds. This option must be selected 4 times (or another increment of 4) to reduce the fatigue’s duration. JBE:BoHR:AFCO Skinwalker When in a blood rage, the bloodrager deals an additional +1/3 damage from natural attacks. JBE:BoHR:AFCO Tengu Add +1/2 to concentration checks made while bloodraging when casting defensively or when injured while casting. JBE:BoHR:AFCO Wyrwood Add +1 to the bloodrager’s total number of bloodrage rounds per day JBE:BoHR:AFCO Wyvaran Add +1 foot to the bloodrager’s fly speed when in a blood rage. In combat this option has no effect unless the bloodrager has selected it 5 times (or another increment of 5); a fly speed of 34 feet is effectively the same as 30 feet, for example.