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About Rory DragonhandedHuman bloodrager (blood conduit) 1
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Fighter Class Features/Feats/Traits:
Class Features The following are the class features of the bloodrager. Weapon and Armor Proficiency
Bloodline
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 1–4. 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. Elemental (Fire) Bloodline[b]
Bonus Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus. Bonus Spells: Burning hands* (7th), scorching ray* (10th), protection from energy (13th), elemental body I (16th). (Spells marked with an asterisk Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power while bloodraging. At first level, you must select an element: air, earth, fire, or water. Once chosen, this cannot be changed. A number of your abilities deal damage and grant resistances based on your element, as noted below. [b]Elemental Strikes (Su)
Elemental Resistance (Ex)
Elemental Movement (Su)
Power of the Elements (Su)
Elemental Form (Su)
Elemental Body (Su)
Bloodrage (Su)
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. Archtype: Blood Conduit
Contact Specialist (Ex)
This ability replaces fast movement and alters bloodline feats. Spell Conduit (Su)
This ability replaces uncanny dodge and improved uncanny dodge. Reflexive Conduit (Ex)
This ability replaces indomitable will.
tools:
Pathfinder ID 130009-8 [dice=Swish]1d20+6[/dice] [dice=Charging Swish]1d20+8[/dice] [dice=Damage]2d6+4[/dice] [dice=Damage (with Power Attack)]2d6+7[/dice] [dice=Fortitude save]1d20+4[/dice]
[dice=Acrobatics]1d20[/dice]
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