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Verdant Legendary Bloodline

Druids? connection to the forest requires ritual and communion, but your blood flows with the power of leaf and glen. Your bloodline gives you the power to entrap your foes with the same inescapable grasp as tangling vines.

Class Skill(s)

A legendary bloodrager gains Escape Artist as a class skill.

Bloodline Spell(s)

A legendary bloodrager with this bloodline gains barkskin (5th), plant growth (8th), tree stride (11th), liveoak (14th)

Blood Source

When you make a successful combat maneuver check to initiate or maintain a grapple or an opponent fails a combat maneuver check to escape your grapple you gain 1 blood point. You may enter bloodrage immediately upon gaining this blood point.

Bloodline Apotheosis

You count as being the plant type when it would be beneficial to you. Your bonus to saving throws against mind-affecting effects increases to +15. You gain immunity to paralysis, poison, polymorph, sleep effects, and stunning. You also gain immunity to electricity.

Bloodline Powers

Clutching Vines (Su)

You gain the Improved Grapple feat, even if you don’t meet the prerequisites, and may use any weapon you wish in a grapple. You qualify for any feats with Improved Grapple as a prerequisite as if you had Str 13, Power Attack, and BAB +1.

At 6th level you gain the Greater Grapple feat, even if you don’t meet the prerequisites. You may grow or extend two vines as a free action. Normally, they may only be used to retrieve small, stowed objects carried on their persons as a swift action or to perform skill checks normally requiring hands with a -5 penalty. While in a bloodrage, however, you may use them as secondary natural attacks with a reach of 10 feet. They do no damage, but instead the target of the attack takes a -2 penalty to their CMD against your grapple attempts until the end of your next turn. Penalties from multiple attacks stack, up to a maximum penalty of -1 per level (minimum -2). As a swift action you may spend a blood point as a swift action to attempt to initiate a grapple against an enemy suffering from a penalty due to your vine attacks. While your vines are extended you do not take the normal penalty for attempting to grapple a foe without two free hands.

Starting at 5th level, whenever a creature attempts to magically escape a grapple with a teleportation effect while you are bloodraging, you may make a special combat maneuver check against their Cmd as an immediate action. If successful, the escape fails and they provoke an attack of opportunity from you. At 10th level, if you make a grapple attempt against a creature under the effect of a freedom of movement spell or similar effect while you are bloodraging, that effect is suppressed for the duration of the grapple.

Favored Terrain (Ex)

At 7th level, you select two terrains other than urban from the ranger’s favored terrain list and gain this as a favored terrain, as the ranger class feature, except that your bonus to Stealth is equal to +4 rather than +2. At 10th level and every 3 levels thereafter you may select an additional favored terrain, but your bonuses from this ability do not increase as a ranger?s. You also gain climb and swim speeds equal to your base land speed while in your favored terrain, and at 16th level you gain a burrow speed equal to half your base land speed while in your favored terrain.

Tangling Roots (Su)

At 13th level whenever you are in bloodrage the area within 5 feet of you, plus 5 feet per 3 levels above 16, becomes difficult terrain for your enemies and once at the beginning of your turn as a free action that does not provoke attacks of opportunity you may make a disarm, dirty trick, drag, reposition, or trip combat maneuver against one enemy in this area. Enemies that end their turn in this area must make a Reflex save or become entangled until the end of their next turn.

Treestride (Su)

At 19th level, you may spend a bloodpoint as a move action while adjacent to a tree, to move to another tree within twice your standard move range. This counts as a teleportation effect, and does not provoke.

Bloodline Defenses

Heartwood (Ex)

You gain a +2 morale bonus to saving throws against mind-affecting effects, a +4 bonus to saving throws against poison and paralysis, and electricity resistance 5.

At 4th level, and every 4 levels thereafter, the bonus to saving throws increases by 1 and your electricity resistance increases by 5.

Giant of the Forest (Ex)

At 9th level you gain DR 5/slashing. This increases to DR 10/slashing at level 14 and DR 15/slashing at level 19.

Gather Ye Rose Thorns (Su)

At 16th level you may spend a blood point as an immediate action when struck by a melee attack to grow dagger-like thorns. Your damage reduction from giant of the forest increases by 5 and you deal damage to your attacker as if you had hit them with armor spikes. If this deals damage, they become sickened until the end of their next turn.

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.