Bloodrager




While many ferocious combatants can tap into a deep reservoir of buried rage, bloodragers have an intrinsic power that seethes within. Like sorcerers, bloodragers’ veins surge with arcane power. While sorcerers use this power for spellcasting, bloodragers enter an altered state in which their bloodline becomes manifest, where the echoes of their strange ancestry lash out with devastating power. In these states, bloodragers can cast some arcane spells instinctively. The bloodrager’s magic is as fast, violent, and seemingly unstoppable as their physical prowess.

Role: Masters of the battlefield, bloodragers unleash fearful carnage on their enemies using their bloodlines and combat prowess. The bloodrager’s place is on the front lines, right in his enemies’ faces, supplying tremendous martial force bolstered by a trace of arcane magic.

Alignment: Any.

Hit Die: d10.

Parent Classes: Barbarian and sorcerer.

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The bloodrager’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: Bloodrager
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th
1st +1 +2 +0 +0 Bloodline, bloodline power, bloodrage, fast movement
2nd +2 +3 +0 +0 Uncanny dodge
3rd +3 +3 +1 +1 Blood sanctuary
4th +4 +4 +1 +1 Blood casting, bloodline power, eschew materials 1
5th +5 +4 +1 +1 Improved uncanny dodge 1
6th +6/+1 +5 +2 +2 Bloodline feat 1
7th +7/+2 +5 +2 +2 Bloodline spell, damage reduction 1/— 1 1
8th +8/+3 +6 +2 +2 Bloodline power 1 1
9th +9/+4 +6 +3 +3 Bloodline feat 2 1
10th +10/+5 +7 +3 +3 Bloodline spell, damage reduction 2/— 2 1 1
11th +11/+6/+1 +7 +3 +3 Greater bloodrage 2 1 1
12th +12/+7/+2 +8 +4 +4 Bloodline feat, bloodline power 2 2 1
13th +13/+8/+3 +8 +4 +4 Bloodline spell, damage reduction 3/— 3 2 1 1
14th +14/+9/+4 +9 +4 +4 Indomitable will 3 2 1 1
15th +15/+10/+5 +9 +5 +5 Bloodline feat 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +5 Bloodline spell, bloodline power, damage reduction 4/— 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +5 Tireless bloodrage 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +6 Bloodline feat 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/— 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +6 Bloodline power, mighty bloodrage 4 4 3 2

Class Features

The following are the class features of the bloodrager.

Weapon and Armor Proficiency

Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

Bloodline

Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.

When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.

The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.

At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.

If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.

Bloodline Mutations: Although heirs to similar arcane bloodlines may share commonalities, the unique circumstances in which a bloodline enters a bloodrager or sorcerer’s lineage can result in the manifestation of particularly strange or unusual bloodline powers known as mutations. Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets. Once this choice is made, it cannot be changed, and a bloodrager or sorcerer cannot swap a bloodline power that she has altered or replaced with an archetype for a bloodline mutation. A bloodrager need not be in a bloodrage to use her bloodline mutation powers. Alternatively, a bloodrager or sorcerer can select a bloodline mutation in place of a bloodline bonus feat, provided her class level is at least equal to the level of the bloodline ability the mutation normally replaces. The list of bloodline mutations can be found here. Source: PZO9468

Bloodrager Bloodlines

When a bloodrager enters a bloodrage, he often takes on a physical transformation influenced by his bloodline and powered by the magic that roils within him. Unless otherwise specified, he gains the effects of his bloodline powers only while in a bloodrage; once the bloodrage ends, all powers from his bloodline immediately cease, and any physical changes the bloodrager underwent revert, restoring him to normal.

Bloodrager Bloodlines

Bloodrager Bloodlines from other Publishers

Bloodrage (Su)

The bloodrager’s source of internal power grants him the ability to bloodrage.

At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Fast Movement (Ex)

A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

Uncanny Dodge (Ex)

At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Blood Sanctuary (Su)

At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.

Blood Casting (Su)

At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.

Eschew Materials

At 4th level, the bloodrager gains Eschew Materials as a bonus feat.

Spell Casting

Table: Bloodrager Spells Known
Level Spells Known
1st 2nd 3rd 4th
1st
2nd
3rd
4th 2
5th 3
6th 4
7th 4 2
8th 4 3
9th 5 4
10th 5 4 2
11th 5 4 3
12th 6 5 4
13th 6 5 4 2
14th 6 5 4 3
15th 6 6 5 4
16th 6 6 5 4
17th 6 6 5 4
18th 6 6 6 5
19th 6 6 6 5
20th 6 6 6 5

Beginning at 4th level, a bloodrager gains the ability to cast a small number of arcane spells drawn from the bloodrager spell list. To learn or cast a spell, a bloodrager must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing them ahead of time. The saving throw DC against a bloodrager’s spell is 10 + the spell level + the bloodrager’s Charisma modifier.

Like other spellcasters, a bloodrager can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table: Bloodrager. In addition, he receives bonus spells per day if he has a high Charisma score. The bloodrager does not need to prepare these spells in advance; he can cast any spell he knows at any time, assuming he hasn’t yet used up his allotment of spells per day for the spell’s level.

The bloodrager’s selection of spells is limited. At 4th level, a bloodrager knows two 1st-level spells of his choice. A bloodrager gains more spells as he increases in level, as indicated on Table: Bloodrager Spells Known. Unlike spells per day, the number of spells a bloodrager knows is not affected by his Charisma score, but it is affected by any bonus spells he gains from his bloodline. At 8th level and every 3 levels thereafter, a bloodrager can choose to learn a new spell in place of one he already knows. This swap follows all the same rules as for a sorcerer.

Bloodrager Spells

See the Bloodrager Spell List page.

Improved Uncanny Dodge (Ex)

At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.

Damage Reduction (Ex)

At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter, this damage reduction increases by 1 point. Damage Reduction can reduce damage to 0, but not below 0.

Greater Bloodrage (Su)

At 11th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. In addition, upon entering a bloodrage, the bloodrager can apply the effects a bloodrager spell he knows of 2nd level or lower to himself. The spell must have a range of touch or personal. If the spell’s duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.

Greater bloodrage counts as the barbarian’s greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Indomitable Will (Ex)

At 14th level, a bloodrager gains a +4 bonus on Will saves to resist enchantment spells while bloodraging. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his bloodrage.

Tireless Bloodrage (Su)

At 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.

Mighty Bloodrage (Su)

At 20th level, when a bloodrager enters a bloodrage, the morale bonus to his Strength and Constitution increases to +8, and the morale bonus on his Will saves increases to +4. Furthermore, the spell he can apply to himself at the beginning of a bloodrage due to the greater bloodrage class feature is not limited to only spells of 2nd level or lower.

Alternative Capstone Ability

Source PPC:CoL

When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. When a character reaches 20th level in this class, the following new ability can be selected instead of the standard 20th level class ability which would normally be gained. In some cases, a capstone specifies what ability it replaces. A character can’t select an alternative capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.

Empowered Bloodrage (Su)

At 20th level, the bloodrager is as much spell as mortal flesh. When the bloodrager enters a bloodrage, he can apply two spells to himself rather than one.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have bloodragers as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Race Bonus Source
Paizo
Core Races
Dwarf Increase the bloodrager’s total number of bloodrage rounds per day by 1. ACG
Elf Add 1 foot to the bloodrager’s base speed. In combat, this only has an effect for every five increases in base speed. This bonus stacks with the bloodrager’s fast movement class feature, and applies under the same conditions and that feature. ACG
Gnome Add ¼ to the bloodrager’s effective class level when determining the power of her bloodrager bloodline powers. ACG
Half-Elf Increase the bonus gained from blood sanctuary by ¼. ACG
Half-Orc Increase the bloodrager’s total number of bloodrage rounds per day by 1. ACG
Halfling Gain a +¼ dodge bonus to AC while bloodraging against creatures at least one size category larger than the bloodrager. ACG
Human Increase the bloodrager’s total number of bloodrage rounds per day by 1. ACG
3rd Party Publishers
Jon Brazer Enterprises
Android Add +1/4 bonus to the bloodrager’s nanite surge when in a bloodrage. JBE:BoHR:AFCO
Catfolk Add +1/4 to the bloodrager’s blood sanctuary bonus against spells cast by himself or his allies. JBE:BoHR:AFCO
Changeling Add +1 to concentration checks when in a blood rage. JBE:BoHR:AFCO
Elan Add +1 to the bloodrager’s total number of bloodrage rounds per day JBE:BoHR:AFCO
Gillmen Add a +1 bonus on caster level checks to cast spells underwater. JBE:BoHR:AFCO
Lizardfolk Add +1/2 round of bloodrage per day. JBE:BoHR:AFCO
Merfolk Add +1 foot to the bloodrager’s swim speed when in a blood rage. In combat this option has no effect unless the bloodrager has selected it 5 times (or another increment of 5); a swim speed of 54 feet is effectively the same as 50 feet, for example. JBE:BoHR:AFCO
Samsaran Reduce the duration of fatigue after bloodraging by 1/4 rounds. This option must be selected 4 times (or another increment of 4) to reduce the fatigue’s duration. JBE:BoHR:AFCO
Skinwalker When in a blood rage, the bloodrager deals an additional +1/3 damage from natural attacks. JBE:BoHR:AFCO
Tengu Add +1/2 to concentration checks made while bloodraging when casting defensively or when injured while casting. JBE:BoHR:AFCO
Wyrwood Add +1 to the bloodrager’s total number of bloodrage rounds per day JBE:BoHR:AFCO
Wyvaran Add +1 foot to the bloodrager’s fly speed when in a blood rage. In combat this option has no effect unless the bloodrager has selected it 5 times (or another increment of 5); a fly speed of 34 feet is effectively the same as 30 feet, for example. JBE:BoHR:AFCO

Archetypes & Alternate Class Features

The power within a bloodrager is essential and potent. Yet while the constraints of heredity or circumstance taint a blood in a particular manner, other factors allow a great deal of diversity among bloodragers. Some have learned fighting disciplines that allow arcane energies to seep through the skin during violent contact, while others can summon creatures that benefit from the rage tied to the bloodrager’s own blood.

The following are varieties of bloodragers that can manifest regardless of bloodlines.

Table: Archetypes / Alternate Class Features
Archetype / Alternate Class Feature Class Features Changed or Replaced
Class Skills Weapon & Armor Fast Movement Bloodrage Bloodline Uncanny Dodge Blood Sanctuary Blood Casting Eschew Materials Spells Improved Uncanny Dodge Damage Reduction Greater Bloodrage Indomitable Will Tireless Bloodrage Mighty Bloodrage
Bloodline Power Bloodline Bonus Feat Bloodline Bonus Spell
1 4 8 12 16 20 6 9 12 15 18 7 10 13 16
Paizo
Ancestral Harbinger                                                            
Blood Conduit     X               C C C C C         X         X     X    
Bloodrider     X                 ?               X         X          
Bloody-Knuckled Rowdy                                                            
Crossblooded Rager         (X) (X) (X) (X) (X) (X) C C C C C (X) (X) (X) (X)                      
Enlightened Bloodrager (PZO1138)                                                            
Enlightened Bloodrager (PZO9465)                                                            
Greenrager                     X X                 X                  
Hag-Riven                                                            
Id Rager                                                            
Metamagic Rager                                                 X          
Primalist           C C C C C                                        
Prowler at World’s End                                                            
Rageshaper                                         X       X          
Spelleater                                       X         X X        
Steelblood   C X                                 X         X X        
Symbol Striker                                                            
Untouchable Rager                               X X X X     X X X            
Urban Bloodrager                                                            
3rd Party Publishers
Flaming Crab Games
Blood Scoundrel C C   C             C C C C C         X     X C   X        
Section 15: Copyright Notice

Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.

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