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Shadow Legendary Bloodline

Shadow may not be evil, but few would deny that it is a cloak for predators and other fearsome beings. You inherit this affinity for terror and darkness.

Class Skill(s)

A legendary bloodrager gains Stealth as a class skill.

Bloodline Spell(s)

A legendary bloodrager with this bloodline gains sense fear (5th), shadow jaunt (8th), shadow projection (11th), cruel jaunt (14th)

Blood Source

When you end your turn in concealment you gain 1 blood point. You may enter bloodrage immediately upon gaining this blood point.

Bloodline Apotheosis

You count as being the outsider type when it would be beneficial to you. You gain immunity to cold, paralysis, poison, and sleep effects. You can gain or dismiss a cloud of shadow to gain normal concealment at any time, as a swift action.

Bloodline Powers

Fear the Dark (Ex)

You may spend a blood point to use Intimidate to demoralize opponents as a swift action. You may spend an additional blood point to demoralize all opponents within 30 feet. If you have concealment from the target of your demoralization, you gain a bonus to your Intimidate check equal to your Constitution modifier. You also gain low-light vision and darkvision 60 ft. If you already have low-light vision you can see four times as far in conditions of dim light and if you already have darkvision its range increases by 60 ft.

Shadow on the Wall (Su)

At 7th level you may become a two-dimensional shadow on a flat, opaque surface adjacent to you and at least as large as you as a move action. This grants you a climb speed equal to your base land speed and a +10 circumstance bonus to Stealth checks and Disguise checks to appear to be a normal shadow. The Climb DC for any surface is 10, regardless of its composition or whether it is horizontal or vertical. Any attacks against you deal only half the normal damage, with the rest being transferred to the surface you are on. (Hardness applies to this transferred damage as normal.) Any attacks you make while in this form deal only non-lethal damage and your reach cannot extend more than 5 feet from the surface you are on. If you end your turn in bright light this ability you immediately return to your normal form, potentially causing you to fall.

Fear Feaster (Su)

Starting at 13th level, whenever you deal damage to a creature suffering from a fear effect while in a bloodrage you may spend 1 blood point to deal 1d4+1 points of Strength damage to them as a free action and gain temporary hit points equal to their HD.Temporary hit points gained this way stack with themselves and last until the end of your bloodrage.

Mind-Killing Consumption (Su)

At 19th level you may spend 2 blood points as a standard action to engulf an enemy suffering from a fear effect in your shadow. If the target fails a Will save they take nonlethal damage equal to 2d6 + your Constitution modifier and become trapped in an extraplanar gullet located on the plane of shadow. As a move action once per turn you may assault them with terrors, forcing them to make another Will save or take the same damage and become shaken; you may also do so as a swift action by spending a blood point, potentially allowing you to damage them twice in one turn. This shaken effect stacks with itself and other fear effects, potentially causing your victim to become frightened or panicked. If the creature is immune to nonlethal damage the damage is instead lethal. A creature rendered unconscious by this ability is immediately ejected from the gullet and takes enough Wisdom damage to reduce their Wisdom to 0 and you gain temporary hit points equal to twice the creature’s hit dice. You may have only one creature in your gullet at a time; attempting to engulf a second creature frees the first. You may eject a creature, causing them no further harm, as a free action. A creature trapped in your gullet may escape by succeeding on a Will save as a full-round action, by means that would allow them to leave the plane of shadow (such as the plane shift spell, though casting in your realm of shadows requires a successful concentration check against a DC of 35 + your Constitution modifier), or dealing enough damage to the fragile planar envelope of your gullet with a light or one-handed melee weapon. The envelope has an AC of 35 + your Constitution modifier and hit points equal to 1/10 of your maximum hit points. If they successfully escape or are ejected, they appear in a square adjacent to you, or, if none are free, in the closest available square. While you have a creature in your gullet it is immediately obvious (DC 5 Perception check) to anyone who can see your shadow that something is wrong as your shadow’s belly is distended beyond the anatomically possible.

Bloodline Defense

Penumbral Resistances (Ex)

At 2nd level you gain cold 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. In addition, concealment and full concealment provides an additional 5% miss chance, plus 5% per 5 levels.

Umbral Reflexes (Su)

At 9th level whenever you are the target of an attack you may spend a blood point as an immediate action to use your Shadow on the Wall ability as long as you are adjacent to an appropriate surface. If you do not have the Shadow on the Wall ability (such as if you have an archetype that replaces your 7th-level bloodline ability) you may still use it as part of this bloodline defense, but not normally, and you exit your shadow form immediately after the attack.

Dagger in the Dark (Ex)

At 17th level, whenever a creature attacks you while you are in concealment, you count concealment as full concealment, and full concealment gains an additional +10% miss chance.

Section 15: Copyright Notice

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