Primordial [Bloodrager Archetype]


Homebrew and House Rules


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Primordial - Bloodrager Archetype
Many bloodragers possess elemental heritage that they can tap into for monstrous strength and endurance, but none are embraced by the elements as much as the primordials. When these warriors bloodrage, they transform into destructive and monstrous elementals.

Primoridal Bloodline: Primordials get their power from their elemental nature, thus a primordial must always take the elemental bloodline. This alters the bloodline class feature.
Primordial Bloodrage: When the primordial bloodrages, there body warps and shapeshifts into their element, causing the bonuses towards ability scores granted by bloodrage, greater bloodrage, and mighty bloodrage to be size bonuses rather than morale bonuses. At 11th level, instead of being able to apply a spell to himself when he enters greater rage, the primordial gains a 5% chance of ignoring a critical hit or sneak attack per two points of burn you currently possess. At 20th level, instead of being able to apply a spell to himself when he enters greater rage, the primordial gains a 5% chance of ignoring a critical hit or sneak attack per point of burn you currently possess. This alters the bloodrage, greater bloodrage, and mighty bloodrage class features.
Blood Talent (Su): At 4th level, the primordial gains the ability to use wild talents even while bloodraging. He can make concentration checks for these wild talents while bloodraging. This replaces the blood casting.
Elemental Blade (Sp): Upon reaching 4th level, the primordial gains kinetic blast wild talent of his choice, as a kineticist of his class level. This kinetic blast must be a simple blast that matches his bloodline's element. In addition, the primordial gains the kinetic blade form infusion and it costs 0 points of burn instead of 1 point of burn. He can't use his kinetic blast without a form infusion, nor can he ever use his kinetic blast with the chain, extended range, extreme range, foe throw, flurry of blasts, many throw, or snake form infusions, or with any other form infusion that requires a ranged attack roll or ranged touch attack roll. This ability replaces eschew materials.
Wild Talents: A fourth level primordial gains wild talents as a kineticist, except you gain new utility wild talents at levels 5, 9, 12, and 14 instead of the normal progression. This ability replaces spellcasting.
Burn: Upon attaining 4th level, the primordial gains the kineticist's burn class feature.
Infusion (Su): A fourth level primordial gains infusions as a kineticist, except you gain new infusion wild talents at levels 4, 7, 10, and 13 instead of the normal progression. This ability replaces bloodline spells.
Primordial Defence (Su): At 7th level, a primordial gains his element’s defence wild talent, except his effective kineticist level for these wild talents are half his class level. This ability replaces damage reduction.
Titanic Form (Su): At 16th level, the primordial gains Kinetic Form as a bonus utility wild talent. This replaces the primordial's 16th level bloodline power.


Dude. This looks so cool. I may use this for the Occult tryout session I am running next week.

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