- Class Skills
- Class Features
- Bloodrager Bloodlines
- Favored Class Bonuses
- Archetypes & Alternate Class Features
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.
Hit Die: d10.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
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.
The following are the class features of the bloodrager.
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.
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 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. 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
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 Intelligence-based 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.
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.
At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, 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.
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.
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.
At 4th level, the bloodrager gains Eschew Materials as a bonus feat.
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 1st-level 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.
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.
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.
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.
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.
At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.
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.
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.
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.
|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|
|Half-Elf||Increase the bonus gained from blood sanctuary by ¼.||ACG|
|Half-Orc||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.||ACG|
|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.||JBE:BoHR:AFCO|
The power within a bloodrager is essential and potent. Yet while the constraints of heredity or circumstance taint a blood in a particular manner, other factors allow a great deal of diversity among bloodragers. Some have learned fighting disciplines that allow arcane energies to seep through the skin during violent contact, while others can summon creatures that benefit from the rage tied to the bloodrager’s own blood.
The following are varieties of bloodragers that can manifest regardless of bloodlines.
|Archetype / Alternate Class Feature||Class Features Changed or Replaced|
|Class Skills||Weapon & Armor||Fast Movement||Bloodrage||Bloodline||Uncanny Dodge||Blood Sanctuary||Blood Casting||Eschew Materials||Spells||Improved Uncanny Dodge||Damage Reduction||Greater Bloodrage||Indomitable Will||Tireless Bloodrage||Mighty Bloodrage|
|Bloodline Power||Bloodline Bonus Feat||Bloodline Bonus Spell|
|3rd Party Publishers|
|Flaming Crab Games|
Section 15: Copyright Notice
Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.