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Arcane Legendary Bloodline

Somewhere deep in your heritage, your bloodline was infused, by kin with the power or a great ritual, with the raw power of magic. Arcane bloodline legendary bloodragers find themselves more capable of dealing with enemy spellcasters.

Class Skill(s)

A legendary bloodrager gains Use Magic Device as a class skill.

Bloodline Spell(s)

A legendary bloodrager with this bloodline gains greater detect magic (5th), dispel magic (8th), spell immunity (11th), greater dispel magic (14th)

Blood Source

When you succeed on a saving throw against a spell, an enemy misses you with a spell, or an enemy fails to overcome your spell resistance you gain 1 bloodpoint. Bloodline Apotheosis: You become a being of pure arcane energy. You gain SR 40, which you may raise or lower as a free action, even when it is not your turn. If you are unconscious or otherwise unable to act your SR automatically lowers in response to harmless spells and raises at all other times. In addition, all your movement speeds count as teleportation, allowing you to reach any space you can reach with your normal movement speeds without passing through intervening squares. This is a supernatural teleportation effect, and you may choose to activate or suppress it as a free action.

Bloodline Powers

Mage Mashing Strike (Su)

When you damage an opponent with a melee weapon attack you may spend 1 blood point to mark them with a special rune. The next time they attempt to cast a spell or use a spell-like ability within the next 10 minutes, they immediately take damage equal to the base damage dice of your weapon plus your Constitution modifier. If the spell is arcane, the damage increases by 1/2 your level. This counts as damage taken while casting.

Flash Step (Su)

At 7th level you gain the Disruptive and Spellbreaker feats, even if you don’t meet the prerequisites. In addition, while in a bloodrage you may spend 1 blood point as an immediate action to teleport 5 ft per two levels. If you use this ability in response to an enemy casting a spell and end with that enemy within your threatened area they must make a successful Will save or be flat-footed against any attacks of opportunity you make against them until the start of your next turn.

Spell Breach (Sp)

At 13th level you may spend a blood point to use greater dispel magic as a spell-like ability with a caster level equal to your level. You may spend 3 blood points to use this ability to counterspell as an immediate action.

Bleed Power (Su)

At 19th level, as long as you have at least 1 blood point, all allies (other than you) within 10 ft of you gain a bonus to their saving throws against arcane spells and their caster level, equal to your Constitution modifier. In addition, any ally within this area (including you) who casts an arcane spell may choose to apply one of the following metamagic feats to its effects without increasing casting time or using a higher-level spell slot: Empower Spell, both Enlarge Spell and Reach Spell, Extend Spell, Persistent Spell, or both Silent Spell and Still Spell.

Bloodline Defenses

Runescarred (Ex)

At 2nd level you gain a +2 bonus to saving throws against spells and spell-like abilities. This bonus increases by +1 at 4th level and every 4 levels thereafter.

Spell Vigor (Su)

At 9th level, whenever you cast a spell you gain temporary hit points equal to your Constitution modifier times the spell level. These temporary hit points last until you next rest to regain spells.

Arcane Body (Su)

At 16th level, when you would be the target of an attack or affected by a hostile spell you may spend 3 blood points as an immediate action. You instantly become ethereal, as the spell ethereal jaunt. This effect lasts until the end of your next turn or you decide to end it as a free action. You may use this ability after the attack roll is rolled or you roll your saving throw but before the result is revealed.

Section 15: Copyright Notice

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