With the opening up of ifrits and undines to pathfinder society I have some questions about these two abilities.
Shadows Chill states that one point of sneak attack damage per die is cold damage does that mean it is no longer precision damage? If so is it multiplied on a critical hit?
Elemental strike says as a swift action for one round your weapons deal 1 additional point of energy damage depending on type, does this activate fire forged steel. If not would the ifrit brazen arms ability activate fire forged steel?
A steelblood bloodrager gains Armor Training that stacks with fighter Armor Training. Does this allow a steelblood bloodrager to take advanced armor training, and if not would taking 3 levels of fighter allow a steelblood access to advanced armor training ?
Please ignore top Post use this
A more complete version with backstory and sources also editing. I keep forgetting that you can only edit your posts for an hour afterward.
Mirror Alain
Spoiler:
Mirror Universe Alain CR 4
XP 1,200
Male Human Cavalier(Ghost Rider) 4
CE Medium Humanoid
Init +2; Senses Perception +0
Aura Fearless +4 against fear effects 10 ft.(Su)
----- Defense -----
AC 21, touch 10, flat-footed 21
hp 39 (4d10+8);
Fort +7, Ref +2, Will +4
Defensive Abilities Immunity Fear (Su)
----- Offense -----
Speed 30 ft.
Melee +1 Longsword(Narsuss) +9 (1d8+5 19-20/x2),
Ranged Shortbow +4 (1d6 20/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Challenge 2/day (+4 Damage, +2 Morale bonus on attack roles while mounted), Frightful Gaze 3/day 30ft. Gaze paralyzed for 1 round (mind-affecting, fear)
----- Tactics -----
Before Combat If The Damned Thing is not summoned Alain will summon his mount at the first available opportunity.
During Combat Alain will have The Damned Thing Intimidate opponents using Dazzling Display and if it's successful He will use Frightful Gaze, if not he will use Iomedae’s Inspiring Sword and challenge the enemy visible leaders but if none present themselves he will targe the most obviously powerful enemy. Afterwards charging into the fray focusing on bringing down the challenged enemy power attacking as necessary before moving on to weaker foes.
Morale Alain is fearless and only retreats if fighting would be a fools errand, but as long as he has not stated that he WILL kill someone he might stop fighting and parley regardless of what has happened but he won't drop his guard. Though if he did say that the only mercy they are likely to receive is a quick death.
----- Statistics -----
Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 16
Base Atk +4; CMB +8 ; CMD 18
Feats Divine Fighting Technique (Iomedae’s Inspiring Sword), Power Attack
Skills Intimidate +10, Diplomancy +10 (+2 gather infromation), Knowledge Nobility +8, Knowledge Religion +8, Ride +7, Sense Motive +7 (+9 opposing Bluff);
Traits Erratic Malefactor, Affable
Languages Common, Aklo
SQ Order of the Sword, Ghost Mount (The Damned Thing), Etheric Tether(Su), Fearless(Su),
Combat Gear
Non Combat Gear and Equipment +1 Longsword, Mwk Full plate, Heavy Wooden Shield, Cloak of Resistance +1 Shortbow, Quiver with 40 arrows, Military Saddle , 1 Weeks Rations 4 Potions of Cure light Wounds
1 Potion of Enlarge person, 2 bars soap, Hammock, 2 Torch Everburning, 1 Torch, Copy of "The King in Yellow" in Aklo non magical but complete text.
----- Special Abilities -----
Erratic Malefactor(Ex) Once per day as long as Alain is within 10ft of another ally may re-roll a single attack roll or skill check before the results are known and must keep the new result.
Affable(Ex) Alain may make gather information checks in half the usual time.
By my Honor (Ex) As long as Alain is Chaotic Evil Alain gains a +2 morale bonus on Will saves
Fearless(Su) Alain is immune to Fear and all allies within 10ft. gain a +4 morale bonus on saves against fear
Ghost Mount(Su) Alain's mount is The Damned Thing (he calls it Donohan) may be manifested in a 1 minute ritual in ectoplasmic form only
Challenge(Ex) As standard Cavalier swift action
Etheric Tether(Su) as standard spiritualist but only for ectoplasmic mount
Iomedae’s Inspiring Sword(Ex) Full round action +2 Sacred bonus to attack rolls, skill checks, and saving throws for 1 round to all allies within 30ft.
The Damned Thing
CE Large Animal (Phantom)
Init +2; Senses Darkvision 60ft.; Perception +7
----- Defense -----
AC 17 (+2 Armor, +4 Natural, +2 Dex, -1 Size) touch 11, flat-footed 15
Hp 24 (3d10+6)
Fort +5, Ref +5, Will +2
Defensive Abilities DR/5 Slashing
----- Offense -----
Speed 50ft.
Melee Bite +6 (1d4+3) and 2 Hooves +0 (1d6+1)
Space 10 ft.; Reach 5 ft.
----- Statistics -----
Str 16, Dex 14, Con 15, Int 2, Wis 12, Cha 7
Base Atk +3; CMB +7 ; CMD 19
Feats Weapon Focus(Bite), Dazzling Display
Skills Perception +7, Intimidate +4
SQ Phase Lurch(SU), Link(Su), Darkvision(Su)
Sources
Spoiler:
Ghost Rider Archetype, Phantom, Etheric Tether abilities are from Occult Adventures
Divine Fighting Technique and Iomedae’s Inspiring Sword are from Weapon Masters Handbook
Cavalier is from Advanced Players Guide
Everything else is Core Rule Book
Backstory
Spoiler:
Born the son of a minor Taldan noble Alain was like many children fascinated by stories of knighthood and glory. This was only encouraged by his father who saw this as a way for the lad to advance the family name, and seeking to encourage the child he resolved to get him a fine foal to raise and give him the lessons in responsibility his upbringing sorely lacked.
Seeking the finest foal money could buy Alain's father heard of a rare unborn foal of two horses of distinguished lineage, and strength. Quickly securing rights to the foal Alain's father sent him to the ranch. Once there he learned the skills of riding raising and caring for horses for the coming foal. Too enraptured by the thought of having a noble steed of his own he like the ranchers ignored the strange rumors going around the ranch from disappearance of animals and later stable hands to the foals sire having seemingly disemboweled itself. However the ranch owners did their best silence these rumors as the foal was worth a small fortune.
Quickly the day of the foaling came with young Alain in attendance. It soon became clear that despite the seeming normalcy of the gestation, the labor quickly killed the mare. Yet despite this the foal still lived and struggled to leave its mothers still warm corpse before eventually tearing through its mothers womb in a shower of gore. Those who saw it sickening yellow color and strange skinless mouth full of mismatched teeth not of an horse but of a man. Paralyzed with fear and fascination by what he saw in front of him Alain was unable to do anything but look the beast in its strange empty yellow eyes as it walked towards him with an unnatural grace. Still staring entranced by something only he could see Alain didn't notice the the shaking, sweating stable hands as they descended upon the beast and tore it, then themselves limb from limb leaving Alain alone with on gore drenched smile on his face in the befouled charnel stable.
Afterwards Alain the only survivor of what happened at the stable, seemingly changed by what he had witnessed though he never spoke of it. Growing more devoted to the causes of virtue, self sacrifice, and chivalry he took to his lessons with gusto. However despite learning to ride he never cared for another animal again and while in stables he would often look over his shoulder to empty space or react to sound that it seemed only he could hear. These behaviors were put down to the experience at the ranch and were tolerated unlike his new slowly growing inability to tell even the smallest of lies often blurting out uncomfortable truths and damning facts. Realizing this would this would make him a liability in statecraft his father sent him away to join an order devoted to Iomedae where his skills, strength and seemingly perfect honesty would serve him well.
Growing to adulthood in the halls of the Order of Lymirin saw him taking the Orders Tenets to heart and seemed to be have found a place he could be at peace. Serving in the order his skill with the longsword was great but unmatched compared to the inspiration he was to his allies. His devotion to the orders tenets seemingly in every aspect of his life even when he was ever the gentle man and seemed uninterested in having anything other than a courtly and chaste romance and despite these romances often ending upon realizing he had no interest in anything else he would often remain friend with them afterwards. Quite popular Alain caught the attentions of Paladin Naarsuss who took the young man under his wing and began to prepare the young man for his life long service to Iomedae, eventually taking him on as his squire.
But it was not to last as with his first taste of real combat the fear came back and the this time the strange seemingly invisible sounds and objects seemed to follow him every where. Noticing this Naarsuss asked his pupil what was wrong thinking it guilt but what he said troubled him. He spoke of a strange rider his tattered yellow robes seemingly wrapped around its face as it rides upon a foul yellow steed. Even more frightening was the fact it seemed to be growing closer and he spoke in a fearful whisper that should it catch him he would never be the same again. Going to his room unburdened of fear after Naarsuss promised to help him his spirit lifted by his confession he quickly fell asleep blissfully unaware of what was to happen that night.
Awakening with a start Alain looked around his room completely blind as the darkness of his room seemed almost perfect except for the strange yellow glow of the rider. Terrified and cornered by the monstrous rider and its mount he laid in his bead his only movement a quivering in fear, as the rider wordlessly pulled a book out from its robes and thew it onto the bed its ancient cover bore a decayed and illegible rune but it glowed with strange light of the rider. The rider spoke not a word but its intention was clear he would read the book or the rider take him. With fearful trepidation he looked in the riders preparing to refuse but for the brief second he looked at him he saw what would happen to him the Order, his friends, his family and the people he had left behind and with a broken slump slowly picked up the book. The strange language of the book seemed to come unbidden to him and the pages spilled forward with a terrifying speed and as he continued to the climax a slowly growing grin appeared on his face and as he continued his eyes took on a foul yellowish color. By the time he had finished his eyes were completely yellow and his grin was ear to ear, and as he looked upon the rider he saw the rider's face uncovered by the tatters and starring back into his own smiling face.
Leaving that very night Alain took only the barest essentials armor, sword, bow, and a saddle. While the other members were unaware of his disappearance Naarsuss quickly left on horseback to pursue his wayward pupil fearing what might have happened. Quickly catching up to Alain he was shock by the foul beast Alain was riding as it was every bit the monster Alain had described. With a cheerful wave and a smile Alain greeted his mentor as one would greet an old friend. Naasuss disturbed by the horrific beast Alain was riding and in a snap decision quickly charged his former intent on destroying whatever had taken over his student. Seemingly unfazed by the sudden attack Alain met his former teacher violence with his own while continuing to attempt to have a pleasant conversation despite his Naarsuss's silence making it very one sided. Despite Naarsuss's greater skill greater skill it took only a lucky and ferocious blow to fell him knocking him to the ground broken, defeated and dying he begged his student to remember himself, his honor, his mercy, and their friendship. Looking at his former mentor he smiled as dismounted thanking him for his lessons, their friendship, that he would try to stop him, and lastly that he could grant Naarsuss mercy. Stopping for a moment to ready his blade and with a single swift stoke killed him as painlessly he could. Leaving his old sword on the ground by his mentor he then took Naarsuss's sword with a smile his yellow eyes alight with joy as the images of the havoc and slaughter he would cause flickered before them. With a devil may care grin he rode off to distant lands leaving behind a make-shift monument for his fallen friend.
Personality
Spoiler:
Alain is friendly, respectful, polite, and chivalrous following the Order of the Sword's edicts. However his view of them is filtered through his altered perception. The one case where this is not so is in his honesty where he is unflinchingly honest to the point that he does not even feint in combat this is why he chooses his words carefully rarely using "will" as it leaves him unable to not do the course of action. Alain will also show great charity to the meek but his form of charity often takes the form of excessive violence towards those that oppress them. His good cheer is terrifyingly genuine as he seems to enjoy helping out a poor family and impaling people with equal measure. An unflinching ally and unrelenting enemy, and those who travel with him often find the most terrifying thing about him is the way his response between the two doesn't differ.
Mirror Universe Alain CR 4 XP 1,200
Male Human Cavalier(Ghost Rider) 4
CE Medium Humanoid
Init +2; Senses Perception +0
Aura Fearless +4 against fear effects 10 ft.(Su)
----- Defense ----- AC 21, touch 10, flat-footed 21
hp 39 (4d10+8);
Fort +7, Ref +2, Will +4
Defensive Abilities Immunity Fear (Su)
----- Offense ----- Speed 30 ft.
Melee +1 Longsword +9 (1d8+5),
Ranged Shortbow +4 (1d6)
Space 5 ft.; Reach 5 ft.
Special Attacks Challenge 2/day (+4 Damage, +2 Morale bonus on attack roles while mounted), Frightful Gaze 3/day 30ft. Gaze paralyzed for 1 round (mind-affecting, fear)
----- Tactics ----- Before Combat If The Damned Thing is not summoned Alain will summon his mount at the first availible oppertunity.
During Combat Alain will have The Damned Thing Intimidate opponents using Dazzling Display and if it's succesful He will use Frightful Gaze, if not he will use Iomedae’s Inspiring Sword and challenge the enemy visable leaders but if none present themselves he will targe the most obviously powerful enemy. Afterwards charging into the fray focusing on bringing down the challenged enemy power attacking as necessary before moving on to weaker foes.
Morale Alain is fearless and only retreats if fighting would be a fools errand, but as long as he has not stated that he WILL kill someone he might stop fighting and parley regardless of what has happened but he won't drop his guard. Though if he did say that the only mercy they are likely to recieve is a quick death.
----- Statistics ----- Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 16
Base Atk +4; CMB +8 ; CMD 18
Feats Divine Fighting Technique (Iomedae’s Inspiring Sword), Power Attack
Skills Intimidate +10, Diplomancy +10 (+2 gather infromation), Knowledge Nobility +8, Knowledge Religion +8, Ride +7, Sense Motive +7 (+9 opposing Bluff);
Traits Erratic Malefactor, Afflable
Languages Common, Aklo
SQ Order of the Sword, Ghost Mount (Donohan), Etheric Tether(Su), Fearless(Su),
Combat Gear Non Combat Gear and Equipment +1 Longsword, Mwk Full plate, Heavy Wooden Shield, Cloak of Resistance +1 Shortbow, Quiver with 40 arrows, Military Saddle , 1 Weeks Rations 4 Potions of Cure light Wounds
1 Potion of Enlarge person, 2 bars soap, Hammock, 2 Torch Everburning, 1 Torch, Copy of "The King in Yellow" in aklo non magical but complete text.
----- Special Abilities ----- Erratic Malefactor(Ex) Once per day as long as Alain is within 10ft of another ally may re-roll a single attack roll or skill check before the results are known and must keep the new result.
Afflable(Ex) Alain may make gather information checks in half the usual time.
Fearless(Su) Alain is immune to Fear and all allies within 10ft. gain a +4 morale bonus on saves agains fear
Ghost Mount(Su) Alains mount is The Damned Thing may be manifested in a 1 minute ritual in ectoplamic form only
Challenge(Ex] As standard Cavalier swift action
Etheric Tether AS standard spiratualist but only for ectoplasmic mount
Iomedae’s Inspiring Sword(Ex) FUll round action +2 Sacred bonus to attack rolls, skill checks, and saving throws for 1 round to all allies within 30ft.
The Damned Thing
CE Large Animal (Phantom)
init +2; SensesDarkvision 60ft.; Perception +7
----- Defense ----- AC 17 (+2 Armor, +4 Natural, +2 Dex, -1 Size) touch 11, flat-footed 15
Hp 24 (3d10+6)
Fort +5, Ref +5, Will +2
Defensive Abilities DR/5 Slashing
----- Offense ----- Speed 50ft.
Melee Bite +6 (1d4+3) and 2 Hooves +0 (1d6+1)
Space 10 ft.; Reach 5 ft.
----- Statistics ----- Str 16, Dex 14, Con 15, Int 2, Wis 12, Cha 7
Base Atk +3; CMB +7 ; CMD 19
Feats Weapon Focus(Bite), Dazzling Display
Skills Perception +7, Intimidate +4
SQ Phase Lurch(SU0, Link(Su), Darkvision(Su)
For my entry as Rasputin was ultimately a chameleon changing to be what ever others wanted why would any one so mercurial behave as if they had one class?
Spoiler:
Grigori Rasputin CR 17
XP 102,400
Male middle-aged human Medium 18 (Spirit Dancer)
NE Medium Humanoid(Human)
Init +8; Senses True Seeing; Perception +13
Aura Unholy Aura (DC 22)
----- Defense ----- AC 30, touch 22, flat-footed 26 (+4 Armor, +4 dexterity, +4 insight, +4 deflection, +4 Enhancement)
hp 201 (18d8+108);
Fort +16, Ref +14, Will +17
Defensive Abilities stitched soul;; SR 25 vs. Good
Weaknesses Influence 1
----- Offense ----- Speed 30 ft.,
Melee mwk Scimitar(Shaska) +18 (1d8+4 18-20/x2),
Ranged +1 Lucky Nagant M1895 revolver +18/+13/+8 (1d8+1/x4)
Space 5 ft.; Reach 5 ft.
Medium Spells Known
6th (4/day when channeling the Archmage or Hierophant)-Disintigrate (DC 24) (When channeling the Archmage only), Harm (DC 24) (When channeling the Hierophant only)
5th (6/day when channeling the Archmage or Hierophant)-Wall of Force (When channneling the Archmage only), Cleanse (When channeling the Hierophant only)
4th (4/day, or 7/day when channeling the Archmage or Hierophant)-Enervation (When channeling the Archmage only), Divine Power (When channeling the Hierophant only), True Seeing, Death Ward, Feeblemind (DC 22), Freedom of Movement, Mind Wipe (DC 22)
3rd (4/day, or 7/day when channeling the Archmage or Hierophant)-Greater Magic Weapon (When channeling the Archmage only), Magic Vestment (When channeling the Hierophant only),Greater Invisibility, Scrying (DC 21), Dimension Door, Dimensional Anchor, Dispel Magic, Heroism,
2nd (5/day, or 7/day When channeling the Archmage or Hierophant)-Levitate (When channeling the Archmage only), Calm Emotions (When channeling the Hierophant only), Bestow Curse (DC 20), Mirror Image, Haste, Heroism, Greater Oneiric Horror (DC 20), Clairvoyance-Clairvoyance
1st (6/day, or 7/day when channeling the Archmage or Hierophant)-Mage Armor (When channeling the Archmage only), Abundant Ammunition (When channeling the Hierophant only), True Strike, Ill Omen, Burst of Insight, Disguise Self, Comprehend Languages, Command (DC 19)
0 (At Will) Arcane Mark (When channeling the Archmage only), Purify Food and Drink (When channeling the Hierophant only), Read Magic, Detect Magic, Resistance, Detect Psychic Significance, Prestidigitation, Stabilize
----- Tactics ----- Before Combat While within the Thrice-Tenth presbytery (area H6) if rasputin is alerted to int.ruders he prepares with Mage Armor, Freedom of Movement, Deathward, Magic Vestment, True Seeing, Haste and Divine power this will use 2 rounds of Spirit dance. In adition Rasputin may want to use either Legendary Archmage, or Legendary Hierophant
to prepare himself if he has enough information to make a reasonable prediction to the PC's strengths Afterwards Rasputin Will not wait for the adventures to come to him
but will attack from within the safety of the World Engine's Unholy Aura. Using the Champion Spirit and his revolver if they are farther away or using the Marshal if his allies are nearby potentially both for a round if the situation presents itself.
During Combat At long range 400-200 feet Rasputin will use likely use the Champion and his revolver to attack maybe adding in the Marshal for more damage. At mid Range 200-60 feet Rasputin will use the Archmage and disintegrate as well as ranged debuffs and Revolver full attacks .
If the Pcs are right on top of him he will instead use greater invisibility and the ultimate trickster polymorph ability to assume the form of a Kamadan, or Dragonne combined with the Champion spirits sudden attack and pounce to deliver large amounts of damage to dangerous targets.
Alternatively Rasputin may rely on the Hierophant to bolster his undead allies using channel energy, cleanse and harm to keep his allies around and fighting longer. To protect himself Rasputin will often change Spirits as it is free action that requires a him to spend a round of spirit dance for this purpose the guardian gives the spirit bonus to AC, Fort, and, Reflex Save while the Hierophant's spirit bonus applies to will saves.
Finally Rasputin will use the Guardians Supreme Spirit ability only as a last resort to stop something far worse than being killed. Finally through out the fight Rasputin will avoid being tied up preferring to engage at range and avoid be exposed for to long typically using his medium spells to protect himself. If forced into a dedicated melee Rasputin will typically rely on the Trickster Supreme power to assume the form of a large magical beast typically a Kamadan, Sleipnir, or Dragonne.
If he uses the Sleipnir form He will typically use the breath weapon a 30 ft cone that functions as prismatic spray (DC 24). The other form he will likely pounce or full attack.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.
----- Statistics ----- Str 18, Dex 18, Con 20, Int 12, Wis 11, Cha 26
Base Atk +13; CMB +17 ; CMD 39
Feats Great FOrtitude, Iron Will, Toughness, Power Attack, Deadly Aim, Point-Blank Shot, Precise Shot, Quicken Spell, Improved Initiative, Diehard (Bonus Feat)
Skills Linguistics +8, Diplomancy +26, Heal +16, Bluff +26, Sense Motive +20, Perception +13, Knowledge (Religion) +18, Spellcraft +19, Knowledge (Nobility)
Languages Church Slavonic, Common, Russian, Latin, Classic Arabic, Ignan
SQ (SU)Spirit Dance (44 Rounds), (SU)Spirit Aura , (SU)Spirit Troika, (SU)Attacca, (SU)Spirit Bonus (+5) only applies while Rasputin uses spirit dance, (SU)Spirit Surge (1d8) only applies While Rasputin uses spirit dance,
(SU)Spirit Power (Lesser) only applies while Rasput uses Spirit Dance, (SU)Spirit Power (Intermediate) only applies while Rasputin Uses Spirit Dance, (SU)Spirit Power (Greater) only applies while Rasputin uses spirit dance,
(SU)Spirit Power (Supreme) only applies while Rasputin uses spirit dance, (SU)Haunt Channeler (9d6), (SP)Location Channel (18 Rounds), (SP)Connection Channel, (SU)Propitiation, (SP)Ask the Spirits, (SP)Astral Journey
Spirit Abilities Archmage
Archmage Arcana (Lesser, SU): All spells chosen are included in the spells known list, Arcane Surge (Intermediate, Su):Rasputin gains one influence every time this ability is used,
Wild Arcana (Greater, Su):Rasputin gains one influence every time this ability is used, Legendary Archmage (Supreme, Su): 1/day and only if Rasputin did not use another 1/day Supreme Spirit Power
Champion
Champion's Prowess (Lesser, Su), Sudden Attack (Intermediate, Su), Fleet Charge (Greater, Su), Legendary Champion (Supreme, Su):Chosen Feats are Rapid Reload, and Far Shot
Guardian
Guardian's Shield (Lesser, Su), Absorb Blow (Intermediate, Su): DR 9/- and sonic/fire/acid/cold/electricity resistance 9,Sudden Block (Greater, Su),
Legendary Guardian (Supreme, Su): 1/day and only if Rasputin did not use another 1/day Supreme Spirit Power
Hierophant
Divine Surge (Lesser, Su):Spells chosen are included in the spell list, Energy Font (Intermediate, Su):Negative energy 9/day 9d6 (DC27),
Overflowing Grace (Greater, Su):Profane bonus, Legendary Hierophant (Supreme, Su): 1/day and only if Rasputin did not us anothe 1/day Supreme Spirit Power
Marshal
Seance Boon (SU):Rasputin and all of his allies have chosen the champions seance boon,Marshal's Order (Lesser, Su)
Inspiring Call (Intermediate, Su): +5 as a swift action, Decisive Strike (Greater, Su):Rasputin gains one influence every time this ability is used, Legendary Marshal (Supreme, Su)
Trickster
Seance Bonus (SU): Rasputin has chosen Knowledge(Nobility) and all of his allies have chosen Intimidate, Trickster's Edge (Lesser, Su):Rasputin has chosen Knowledge(Planes) +22 ;Use Magic Device +29
Surprise Strike (Intermediate, Su), Transfer Magic (Greater, Su): 1/day ability to choose the d20 result of a skill check may only be used if Rasputin did not use another 1/day Supreme Spirit power; but Rasputin may always use the Greater Polymorph power
Gear
Belt of Physical Perfection +4, Headband of Alluring Charisma +6, +1 Lucky Nagant M1895 revolver with 28 metal cartridges, Amulet of Mighty Fists +1
----- Special Abilities ----- Stitched Soul (Su) Rasputin’s soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score,
Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later,
as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.
Souces Sleipnir, Kamadan, Draggone Bestiary 3
Lucky Ultimate Equipment
Abundant Ammunition is Ultimate Combat
Ill omen, Cleanse Advanced Players Guide
The rest is Pathfinder Core Rulebook or Occult Adventures.
Sorry to change the subject,but I think the Bloodrager could use its spells as little more than a little gravy on top.
My suggestion allow different bloodlines a different interaction with spells while bloodraging. For Example
Elemental Storm
Flavor The elemental blood in your veins reacts violent and erupts in a show of elemental power when exposed to elemental magic.
When a Elemental Spell that matches your elemental bloodline's type is successfully cast within x feet while bloodraging you may cast another spell of the same element of equal or lower level with a casting time of a standard action as a interrupt action. You may only do this once per round, but it can be used at will.
This spell may trigger others of the same elemental bloodline but their spells cannot trigger yours. I.E. If Person A casts Flaming Sphere Person B Could Cast a 2nd level or lower spell with the fire descriptor but person A could not if person B successfully casts a spell of the fire descriptor no matter who or how many other people cast spell as a result of the Elemental Storm. These spells resolve last in first out so A>B>C is resolved in C>B>A even if the caster of any of those spells would be harmfully affected by any of the other resolving spells. If two would be triggered at the same time the person with the higher initiative spell is cast first then the lower person then others are triggered.
Or for Arcane
Frenzied Counterspell
Flavor Your arcane infused blood allows you to vent your magic fuelled rage with mystical brute force
When someone attempts to cast an arcane spell while you are in blood rage you may make a spellcraft check to identify the spell if you do and you know the spell you may counter it without spending an action but the slot is used. Alternatively if you may use dispel magic and make the opposed caster level check , you may only use this mode once a round. Also if you use this replace form of the dimension door with greater dispel magic at 4th level.
The key being allowing the Bloodrager to use spells in rage and smash stuff in melee while encouraging the bloodrager to use bloodline spells or thematic spells without doing something to similar to other bloodlines. the reason I allowed to be used at will is mostly because the bloodrager has small pool of limited spells to use.
Minor Balance issues ahead
The Abberant bloodline needs a probably the most work out of all the bloodlines mostly due to the huge mount of overlap with class feature and other bloodines in ways that are only good in corner cases or feels sort of redundant.
Level 4 Extra reach is just one of the effects of the abyssal bloodine enlarge person though it does stack with the spell it really feels like a weaker ability and really needs changed.
Level 12 the Unusual Anatomy suffers from the fact by then you have improved uncanny dodge which I think deals with most of the precision damage. If there are sources that cause precision damage please enlighten me and the critical protection is shared by the Destined bloodline though it does get it later it is better until the capstone whish has other problems.
Level 16 Abberant Resistance the fatigue and exhausted resistance works wonkily with rage meaning you don't suffer the condition while raging , but outside of rage your lack of immunity outside of it means you cannot enter rage to end or ignore the effect(pleases clarify if I got this wrong). Also the other immunities feel a little late for the level.
Level 20 Abberant Form The improved forms of unusual anatomy while better still has too mush overlap with the Destined bloodlines Unstoppable and uncanny dodge while the DR is weaker than the Undead. though the blindsight is very nice.
Also the arcane bloodline doesn't need Form of the Dragon 1 while if any bloodline gets form of the dragon it should be Draconic unfortunately after a few minutes to remember that draconic disciple and the eldritch heritage feats exist makes this a moot point. I still think Form of the dragon HIGHLY modified could make a good capstone it would probably be ridiculously complicated like this post.
Sorry for the really lengthy post and if I got anything wrong please enlighten me on the issue. Final word of warning I am an idiot and may have made a horrible mistake with the above idea.
P.S. I understand the advantage of the abberant bloodline is mostly in the sheer number of immunities but I feel there should be less overlap with other bloodlines and class abilities.