Destined Legendary Bloodline

The blood of those who changed the course of history flow through your veins, or perhaps your bloodline is at the center of a powerful prophecy. You have a great or terrible purpose and that momentum exudes from you and can be harnessed into a power of its own.

Class Skill(s)

A legendary bloodrager gains Diplomacy as a class skill.

Bloodline Spell(s)

A legendary bloodrager with this bloodline gains clarion call (5th), heroism (8th), deadly juggernaut (11th), grand destiny (14th)

Blood Source

When you begin or end your turn threatened by more than one enemy, you gain 1 blood point, to a maximum of 1 point per round. Bloodline Apotheosis: At 20th level, your destiny is clear and it cannot be stopped. You are immune to fear and emotion effects, though you may elect to lower this defense to accept a beneficial emotion spell. Additionally, the irrepressible and not today abilities also allow for rerolls on saves vs. death effects and any effect that imposes the stunned or paralyzed conditions. Finally, anytime you confirm a critical hit it grants all allies within who can see or hear the event the benefits of the not today and call to destiny abilities without using a blood point. Any enemy within 30 feet that witnesses the event must also make a Will save or be shaken.

Bloodline Powers

Boost of Confidence (Su)

Your belief in your destiny pushes you beyond your limits. You may spend 1 blood point as a free action to increase all morale bonuses affecting you by +1. You can only increase a morale bonus for any one effect once until it expires. The bonus morale lasts as long as the underlying effect. At 5th level and every 5 levels thereafter, you can spend an additional blood point to increase the morale bonus by one. For example, a 10th-level legendary bloodrager can spend up to 3 blood points to increase morale bonuses for which they are affected by +3.

Call to Destiny (Su)

You may call out to your allies reminding them of their destiny. At 7th level, you may spend 1 blood point as a move action to begin an oration of how their destiny is to triumph, granting yourself and all allies within 30 feet a +1 morale bonus to attack, damage and saves vs. fear for one round. This bonus increases to +2 at 12th level and +3 at 17th level. The oration can be continued for an additional by spending an additional blood point as a free action. The ally must be able to hear and understand you to receive the bonus. If the oration is given via a visual Medium like a sign language or images, the ally must be able to see you. If you are deaf (for verbal media) or blind (for visual media) you suffer a 20% failure chance when attempting the oration. If the oration fails this way you still expend the blood point

Exhort (Su)

Your rallying call can push your allies beyond their limits. At 13th level, by spending additional blood point, you may grant additional bonuses to any allies affected by the call to destiny ability. You may grant your allies a +4 morale bonus to Strength, Constitution, or Dexterity, one extra attack on a full attack action or a +10 morale bonus to their base speed. This bonus lasts until your next round and must be decided at the time the ability is used for all of the subjects.

Fall Before Me (Ex)

Your destined bloodline is unstoppable. At 19th level, as long as you have a blood point remaining, you may make an intimidate check as a swift action against an enemy within 30 ft. who can see or hear you. This Intimidation check affects foes normally immune to fear but such creatures have their DC increased by 5. This ability will not affect mindless foes. If the demoralize attempt is successful, the target is Shaken for 1d6 rounds. If the target is 5 HD less than you they are frightened instead. If the target is 10 HD less than you, they are panicked. Additionally you may expend a blood point to grant yourself a bonus on the Intimidate check equal to your class levels. Finally, you may expend a blood point to affect all enemies within 30 feet as a move action. The blood point expenditures may be combined.

Bloodline Defenses

Implacable Destiny (Ex)

At 2nd level, you remain conscious and continue fighting even if your hp total falls below 0. You are staggered at 0 hit points or lower and continue to lose 1 hit point per round as normal. If you have Orc Ferocity or Ferocity you are not staggered but are instead fatigued while at 0 hit points or below.

Irrepressible (Su)

At 9th level, your morale and confidence in your destiny is unstoppable. As an immediate action you may spend a blood point to reroll any save against a spell with a compulsion, emotion or fear descriptor, or a spell with a domination effect. This reroll can happen when the saving throw is first failed or any turn they are under the effect to a maximum of once per round. At 11th level, the legendary bloodrager gets a +1 morale bonus to this saving throw reroll. At 13th level and every 2 levels thereafter, the bonus to the reroll increases by +1 to a maximum of +5 at 19th level.

Not Today! (Su)

At 16th level, your unflappable destiny inspires your allies and strikes fear in your enemies. Anytime you use the Irrepressible ability, you may affect any ally who can see or hear you with the same effect. Additionally, any enemy within 30 feet must make a Will save or be Shaken. If the enemy fails their save by 5 or more they are frightened.

Section 15: Copyright Notice

Legendary Bloodragers © 2021, Legendary Games; Authors Tara Collins, Kieran Easter, Lilith Carter, Andrew J. Gibson, Dave Nelson, Nathan A. Reinecke, Adam Ricks.

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