Fiendish Legendary Bloodline

Your blood burns with the power of demons, devils, or daemons, denizens of the realms below the prime. Their nihilistic rage enhances your penchant for destruction.

Class Skill(s)

A legendary bloodrager gains Knowledge (planes) as a class skill.

Bloodline Spell(s)

A legendary bloodrager with this bloodline gains infernal healing (5th), shatter (8th), fiendish wrath (11th), damnation stride (14th)

Blood Source

When you break or destroy an object worn or wielded in combat by an enemy, you gain 2 blood points. In addition, you gain 1 blood point for reducing a creature with HD equal to or greater than ½ of your HD below 50%.

Bloodline Apotheosis

You count as being of the outsider type and evil subtype whenever it would be beneficial. You gain immunity to fear, enchantment, poison, and fire. You also gain immunity to one of acid, cold, or electricity, and resistance 20 to the other two. In addition,

Bloodline Powers

Wrecker Claws (Su)

You gain the Improved Sunder feat, even if you don’t meet the prerequisites. You qualify for any feats with Improved Sunder as a prerequisite as if you had Str 13, Power Attack, and Bab +1. At 6th level you gain the Greater Sunder feat, even if you don’t meet the prerequisites. In addition, you may use broken objects as if they were not broken. While in a bloodrage, you gain two primary claw attacks dealing 1d4 damage each. This damage does not increase or decrease based on their size. Attacks with these claws deal full damage to objects and ignore a number of points of hardness equal to half your legendary bloodrager level (minimum 1). These claws count as magic for the purpose of overcoming DR. At 5th level they also count as silver and cold iron, and at 10th level they count as evil and as having the ghost touch special weapon ability. If you use one of these attacks in concert with a weapon held in the other hand, they act as secondary natural attacks instead. When you successfully strike a target with a claw attack or make a successful sunder combat maneuver against an item they hold or wear, you may spend a blood point as a free action, even if it isn’t your turn, to reduce the target’s armor class by 1 for 1 minute. Reductions from multiple uses of this ability stack (up to a maximum of your Constitution modifier, minimum 1) and extend the duration to 1 minute from the last use of the ability. At 4th level, these claws count as magic for the purpose of overcoming damage reduction and at 14th level they count as evil.

Tenebrous Wings (Ex)

At 7th level you grow a pair of wings. You may use your Constitution modifier instead of your Dexterity modifier to calculate your Fly bonus. While you have at least one blood point you gain a fly speed equal to your base land speed with average maneuverability. You may spend a blood point as a swift action to double this fly speed for 1 minute. Starting at 14th level you gain this fly speed constantly and your maneuverability increases to good.

Stare From the Abyss (Su)

At 13th level you gain the see in darkness ability, and while you are in a bloodrage and attack an enemy you have concealment from because of darkness, your bonus to attack rolls and damage rolls from your bloodrage are doubled.

Hellfire Bellows

At 19th level, you gain a breath weapon you may use by spending 3 blood points. The breath weapon deals 5d12 fire and 5d12 unholy damage. This deals full damage to objects and ignores hardness.

Bloodline Defenses

Fiendish Resilience (Ex)

At 2nd level you gain a +4 bonus to saving throws against fear, enchantment, and poison, and fire resistance 5. At 4th level, and every 4 levels thereafter, the bonus to saving throws increases by 1 and your fire resistance increases by 5.

Inured (Ex)

At 9th level you gain your choice of DR 5/cold iron or DR 5/silver. At 14th level this becomes DR 5/cold iron and good or DR 5/silver and good, and at 19th level it increases to DR 10/cold iron and good or DR 10/silver and good.

Enveloping Wings (Su)

At 16th level whenever you have at least one blood point and would be affected by an enemy’s attack or effect, you may spend all your blood points as an immediate action. The attack or effect is negated and any other attacks or effects originating from an enemy until the beginning of your next turn do not affect you. You also become exhausted until you regain at least one blood point, or until 1 minute after you leave combat.

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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