New Bloodrager Bloodlines


Homebrew and House Rules


So on top of wanting to make the four hybrid classes, I also want to make some bloodrager bloodlines unique to the class, as it seems like they’ve done so already (like the medusa, black blood, and hag bloodlines).
I do wanna try to make each of the two new bloodlines different

Giant Bloodline

Your character’s ancestor might’ve been a legendary giantslayer, or interacted with ruins from a giant city. You manage to utilize your strength to the fullest, mimicking the raw power of the giants.

Abilities: I can see the starting ability letting the bloodrager select a single martial melee weapon that can be used with two hands (regardless if the weapon is a one handed or two handed weapon), and that weapon is a size category larger, and the bloodrager can attack without any penalty to attack rolls. There probably would be some penalties starting out that get removed at later levels-either a decrease to AC, a decrease to base speed, or a penalty on Reflex saves. Further abilities can include ignoring half of the target’s armor bonus, rock throwing, permanent Fortitude save bonuses, natural armor increase, and the ability to cast enlarge person on yourself as a spell like ability.

Orc Bloodline

A sorcerer bloodline that they somehow didn’t turn into a bloodrager bloodline. Your character’s ancestor either battled against a mythical orc warrior/spellcaster, or you are a descendent of such a mighty orc. Your bloodline allows you to shrug off fatal blows, becoming an unstoppable juggernaught.

Abilities: Obviously the first bloodline ability has to be a variant of the orc and half orc ferocity racial ability-though how that applies with orc and half orc characters who have this ability I can’t say. Further abilities can include more damage bonuses to attacks, accessing rage powers from barbarians, resistance and immunities to diseases/poisons, better damage reduction,
lower fatigue time after raging, and bonuses on stabilization checks.


KoolKobold wrote:

So on top of wanting to make the four hybrid classesheardle, I also want to make some bloodrager bloodlines unique to the class, as it seems like they’ve done so already (like the medusa, black blood, and hag bloodlines).

I do wanna try to make each of the two new bloodlines different

Giant Bloodline

Your character’s ancestor might’ve been a legendary giantslayer, or interacted with ruins from a giant city. You manage to utilize your strength to the fullest, mimicking the raw power of the giants.

Abilities: I can see the starting ability letting the bloodrager select a single martial melee weapon that can be used with two hands (regardless if the weapon is a one handed or two handed weapon), and that weapon is a size category larger, and the bloodrager can attack without any penalty to attack rolls. There probably would be some penalties starting out that get removed at later levels-either a decrease to AC, a decrease to base speed, or a penalty on Reflex saves. Further abilities can include ignoring half of the target’s armor bonus, rock throwing, permanent Fortitude save bonuses, natural armor increase, and the ability to cast enlarge person on yourself as a spell like ability.

Orc Bloodline

A sorcerer bloodline that they somehow didn’t turn into a bloodrager bloodline. Your character’s ancestor either battled against a mythical orc warrior/spellcaster, or you are a descendent of such a mighty orc. Your bloodline allows you to shrug off fatal blows, becoming an unstoppable juggernaught.

Abilities: Obviously the first bloodline ability has to be a variant of the orc and half orc ferocity racial ability-though how that applies with orc and half orc characters who have this ability I can’t say. Further abilities can include more damage bonuses to attacks, accessing rage powers from barbarians, resistance and immunities to diseases/poisons, better damage...

Both of these sound really solid! The Giant Bloodline could totally have a seismic strike or shockwave ability to sell that raw power vibe. And for the Orc one, maybe a “last stand” feature — staying up for a round after hitting 0 HP — would fit the ferocity theme perfectly. Are you planning to link these to specific hybrid classes?


mechaincs?


I’m linking them obviously to the bloodrager, and any archtype that gets the bloodrager bloodline ability (like eldritch scion).

I love the shockwave attack for a higher level, and last stand is a good bloodline arcana ability for the orc bloodline.

I definitely gotta think more on the mechanics. I was thinking for giants they can get some specific benefits depending on which giant they choose as an ancestor (examples include: fast healing if chosen trolls, permanent stoneskin if chosen stone giant, cold/fire resistance and cold/fire damage for frost and fire giants respectively).

Here’s some quick bloodline arcana for both:

Giant: The strength of giants flow through your veins, allowing you to weild weapons larger than most members of your kind can use. Select a single one handed weapon you are proficient in; you can weild that weapon as one size category larger without incurring the regular penalties. This weapon can only be weilded as a two-handed weapon. Ranged weapons, weapons that benefit from Weapon Finesse, and exotic weapons cannot be selected.

Orc: Like your orc ancestors, you hold the ability to continue fighting even as you teeter on the edge of death. You continue fighting even when you reach 0 hp; you are staggered and still lose 1 hp at the end of your turn. I’m not entirely sure what to add in for those who already have orc ferocity-maybe a +4 bonus on stabilizing, or losing 1 hp at the end of every other turn?


Welp I have a third bloodrager bloodline I want to make-the Deep One bloodline.

The first bloodline ability could be selecting domain powers from one of the following domains: Chaos, Destruction, Evil, Madness, Magic, Strength, Void or Water. Other bloodline abilities can be resistance/immunity to disease, gaining the frightful presence ability, swim speed and water breathing. Other potential bloodline abilities can include selecting a spellcasting class and being able to use wands from spells of that class without Use Magic Device, or smite good/smite law


Deep One Bloodline

Your ancestor was a powerful deep one; although you are not directly tied to the wicked whims of the deep ones, their eldritch abilities have given you incredible power.

1st Power, Gift of the Deep One: Select from the following domains-Chaos, Destruction, Evil, Madness, Magic, Strength, Void or Water. You gain the domain powers from the chosen domain, treating your bloodrager level as your cleric level.

4th Power, Wand Mastery: As your deep one ancestor has an innate ability to utilize wands, you can use wands beyond your class. Select one other spellcasting class besides bloodrager; you can use spell trigger items like staves and wands from spells of that class without making Use Magic Device checks. At 12th level, select an additional spellcasting class.

8th Power, Blood of the Deep: Your body has accumulated to living in the deep ocean. You gain a swim speed equal to your land speed +20 ft, you can breathe underwater, you take no penalty from attacking underwater, and you gain cold resistance 5. This resistance increases to cold 10 at 16th level.

16th Power, Eldritch Being: You hold the terrifying, otherworldly presence of your deep one ancestor. You gain the frightful presence monster ability, you are immune to diseases (including magical diseases), and you gain a bonus on rolls to confirm critical hits equal to half your class level.

20th Power, Unknown

Giant Bloodline

Your ancestor was either a renowned giant hunter, or one who pilfered from magical giant artifacts. Regardless, the immense power of the giants run through your veins.

1st Power, Oversized Weapon: The strength of giants flow through your veins, allowing you to wield weapons larger than most members of your kind can use. Select a single one handed melee weapon you are proficient in; you can wield that weapon as one size category larger without incurring regular penalties. This weapon can only be wielded as a two-handed weapon. Ranged weapons, weapons that benefit from Weapon Finesse, and exotic weapons cannot be selected. You cannot wield any kind of shield or heavy armor and the oversized weapon at once. At 4th level, your oversize weapon protects you as much as it destroys; you gain a shield bonus while wielding your oversized weapon equal to your Strength modifier (this bonus is not increased through your bloodrage ability), and you gain a bonus on CMD against disarm equal to your bloodrager level - 3.

4th Power, Thick Skin: Your skin becomes tougher like the giants your ancestors battled; you gain a +1 natural armor bonus to your AC. This increases by +1 for every 4 levels, to a maximum of +5 at level 20.

8th Power, Rock Throwing: You can throw rocks as ranged attacks, as if the rock throwing universal monster rule.

12th Power, Unknown

16th Power, Shockwave: Description unknown, a cone effect perhaps?

20th Power, King of the Giants: Gain a permanent +4 bonus on Fortitude saves, other abilities unknown

Will work on the Orc Bloodline next, just typing out the thoughts and am very much open to editing these abilities to be more practical

Sovereign Court

A shame that you have to meet the prereqs for the Bloodline feats, it would be nice to see Awesome Blow see more play.


Firebug wrote:
A shame that you have to meet the prereqs for the Bloodline feats, it would be nice to see Awesome Blow see more play.

Maybe the 12th level power is a similar ability?


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Heart Eater Bloodline
You come from a tribe, lineage, or bloodline that devours the hearts of its prey. You gain additional powers and abilities when hunting, stalking, or facing such creatures. See Heart Ceremony below.

Bonus Feats: Alertness, Blind-fight, Combat Reflexes, Diehard, Dodge, Endurance, Intimidating Prowess, Power Attack, Toughness, Tracking.
(Bloodline has more bonus feats than normal due to Call of the Hunt below.)

Bonus Spells: enemy's heart (7th), savage maw (10th), hunter's eye (prey targets only) (13th), named bullet (prey targets only, no M component needed) (16th).

Heart Ceremony (space saver):
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Ritual: To claim the spirit and heart of a creature and classify it as 'prey' to the heart-eater, it must be a corporeal creature of at least Small size. It must have a circulatory, anatomical heart (oozes, some plants or insects don't qualify. GM's discretion). It must be a relatively fresh kill no more than a day or so (gentle repose or similar effects can apply). It cannot be an elemental, construct, or undead (even if it's a zombified human heart). The bloodrager must have participated in its slaying and landed the decisive blow (if not the lethal one). It must have been an honorable or fair kill. This is the GM's discretion, ie. not a creature trapped in a pit or cage or otherwise rendered incapable of defending itself.

The ritual and process requires one hour, a cooking or heat source, and two checks; a Profession (Cooking) and a Knowledge (Arcana) or Spellcraft check (DC 10 + prey's HD). The heart can be prepared by another, but both checks are made by one person, typically a shaman for a tribe, but it's not required and up to one person can assist with Aid Another. A natural 1 is always a failure on these checks and the results are not known until the heart is devoured. If one check fails, there is a 50% the ritual fails. If both fail, the ritual is unsuccessful. A heart-eater can attune to prey no more than once per week, though failures do not count. A creature is considered prey for one year, after which a new heart must be consumed. Other than time, ie. weeks in a year, there's no restriction to the amount of prey a heart-eater can have.

Prey is specific to the kind of creature heart. Tiger or lion, not cats or felines or animals. A wolf, not a dog or dire wolf or winter wolf. Half-orcs or half-elves, not orcs, elves, or humans. Not all snakes or spiders are the same type (though ones encountered together probably are). A young adult red dragon is the same as a great wyrm red dragon. Templates do not normally affect this, such as fiendish or plane-touched (GM's call).

Effects: Prey creatures feel inherently averse and uncomfortable around a heart-eater. They receive a —4 penalty to all Charisma checks except Intimidate against prey. For intelligent or social prey, this penalty applies to known associates and allies of the heart-eater, though the penalty is only –2 (ie. you're known for hanging out with someone that eats your peoples' hearts). Prey creatures otherwise avoid or don't associate, but in fights they tend to direct attacks at heart-eaters with preference over others, but they are under no compulsion to do so. This is suppressed when the heart-eater is using the sheep's clothing ability (see below) to take a prey's form.

Design notes: This is up for GM determination. I haven't played or tested or balanced them, nor do I know how long a campaign lasts in everyone's game. There doesn't have to be a restriction on gaining them, or it could just be no more than one a day. It doesn't have to wear off after one year, it could last for 6 months or forever. This just basically restricts it a maximum of 56 prey creatures in a year, depending on the length of a year in the campaign.

I would say a starting or new heart-eater starts with one prey automatically, chosen from a common creature found either in their homeland or where the current adventure takes place (somewhere they've been in the last year). A common creature can be orcs or trolls, but just because there's a well-known dragon brood or kraken in the nearby coast does not make it a common creature. This is just to prevent PCs with elaborate backstories saying cornugon devils or hound archons and 45 other creatures are on their prey list. After game starts, that's all up to the GM whether they actually hunt the prey and devour their hearts or during downtimes they come up with a system for adding prey. Or just have a starting heart-eater get a number equal to their HD. GM's call.
(End spoiler)
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Call of the Prey (Ex)
At 1st-level the bloodrager receives a +1 bonus to attack and damage rolls against prey, as well as Intimidate and tracking checks against them. While bloodraging, they have a +1 AC dodge bonus against attacks from prey creatures (after penalties for raging). At 12th level these bonuses increase to +2 and the DC of bloodrager spells against prey increase by +1. These bonuses stack with favored enemy bonuses.

Sheep's Clothing (Su)
At 4th-level the bloodrager can assume the form of a prey creature once per day. This functions as a druid's wild shape except it lasts 10 minutes per bloodrager level and only allows prey forms specifically. ie tigers or horses (they still must be the appropriate type or size. ie. Animals for beast shape I). This improves and advances as the druid ability every even level and counts as wild shape for purposes of taking feats, such as Natural Spell.
The bloodrager also gains alter self once per day (Sp) except it lasts 10 minutes per level and only allows the form of a prey creature. They gain an additional use per day at 8th, 12th, 16th, and 20th.

Call of the Hunt (Ex)
At 8th-level, when entering a bloodrage with a hostile or hunted prey creature within line of sight (one they intend to attack or confront, not just a friendly or passing one they are going to ignore), the bloodrager may gain the benefit of one bloodrager feat from the bonus list as long as they rage. They must meet the prerequisites for the feat. This does not occur if a bloodrage is in progress and a prey creature appears.

Crush the Prey (Ex)
At 12th-level, the first time entering bloodrage during an encounter, all prey creatures within 30 feet with line of sight to the bloodrager require a Will save or be shaken for 2 rounds (DC 10 + 1/2 bloodrager level + Cha mod.) The first time the bloodrager disables or incapacitates a prey creature in an encounter, all similar prey require a Will save as above. This fear effect cannot stack with other effects to greater than shaken.

Batter the Prey
At 16th-level, while in a bloodrage, the bloodrager can use the awesome blow maneuver on a prey target as though they possessed the feat. The bloodrager need not meet the prerequisites of the feat, but if they don't, the attack must be with a bludgeoning weapon and the maneuver is at a –4 penalty. Whether successful or not, that creature cannot be targeted by this attack from the bloodrager again for 24 hours.

Unending Hunt
At 20th-level, whenever you incapacitate or disable a hostile prey target while in bloodrage, you may extend its duration by one round. This only happens once per round, regardless of the number of prey creature's defeated, dropped, or destroyed per round.
Additionally if your bloodrage would end with you at 0 hit points or fewer (such as being knocked unconscious), the bloodrage ends and you immediately gain temporary hit points equal to the prey creatures you defeated or dropped during the bloodrage. This does not count as healing (you may still be bleeding) but may be enough to keep you conscious and you can heal or tend yourself. These temporary hit points last for one minute.


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Turtle Bloodline
You come from a lineage that venerated or made pacts with turtle or kappa spirits. Possibly the Great Turtle, upon whose back the world is carried through the cosmos. You gain turtle-like qualities and defenses.
Disclaimer: I don't playtest or run bloodragers and all of this is just amusing guesswork to be altered as needed.

Bonus Feats: Endurance, Diehard, Improved Natural Armor, Improved Unarmed Strike, Snapping Turtle Style, Weapon Focus.

Bonus Spells: wave shield (7th), dragon turtle shell (10th), sky swim (13th), ride the waves (16th)

Turtle Hide (Ex)
At 1st-level your hide is tougher than normal and you have small, bony patches of shell along your back and spine, giving you a natural armor bonus of +1 and allowing you to meet the requirements of the Improved Natural Armor feat.
Additionally (for no reason whatsoever), you are considered proficient with katanas, nunchaku, quarterstaffs, and sai and gain Weapon Focus with one of your choice. A new character may start with one of these weapons of their choice.

Turtle Tenacity (Ex)
At 4th-level you gain a +4 competence bonus to Swim checks and can hold your breath a number of additional rounds equal to your bloodrager level.
Additionally, you add fox's cunning and owl's wisdom to your list of bloodrager spells known. Whenever you are under the effects of a bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, or owl's wisdom spell that you have cast on yourself, those spells' durations are doubled (2 min/level) and you also gain a +1 enhancement bonus to natural armor. These enhancement bonuses stack with each other, but not enhancement bonuses from other sources (such as barkskin).

Turtle Power (Ex)
At 8th-level when you enter a bloodrage, you may choose to come under the effects of bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, or owl's wisdom as though you cast that spell (for purposes of Turtle Tenacity) for the duration of the bloodrage. This ability is Extraordinary (Ex), but the spell effects otherwise function as spells and can be dispelled or affected or suppressed normally.
Additionally, you gain a bonus Weapon Focus feat and, while bloodraging, when you attack with a weapon with which you have Weapon Focus, you add an additional +1 to attack and damage for each additional Weapon Focus feat you possess.

Turtle Aquabatics (Ex)
At 12th-level you gain a +4 competence bonus to Acrobatics checks underwater or in conditions where water (or water-like) terrain would hinder you, like wading or a wet surface or jumping or diving into water. The penalty for slightly or severely wet surfaces still applies, as does the movement penalties for terrain or tumbling to avoid attacks of opportunities, but you may move an additional 5 feet on a successful check in wet or underwater conditions. This does not help against ice or other surfaces made slippery by non-water-based liquid nor does it apply to climbing wet or watery surfaces.
You receive half the normal penalties for being underwater for melee attacks (–1 to hit and one-quarter damage for bludgeoning and slashing) and grapple checks and do not lose your Dex bonus to AC while off-balance (enemies still receive a +2 to hit). While bloodraging, these penalties are ignored.
You may cast bloodrager spells while submerged without the normal concentration checks and can even cast verbal spells without being able to breathe, but this costs you one round of air for each spell level of the spell, in addition to any lost for normal or strenuous actions.
You may ascend at 50% greater depths and time for purposes of the bends or similar afflictions. Typically 100 feet per minute, so the bloodrager can ascend 150 feet every 30 seconds without risk, for example.

Turtle Defense (Ex)
At 16th-level your natural armor bonus increase to +3 and when you take the total defense action, instead of a +4 dodge bonus, you may choose to gain DR 2/– and an enhancement bonus to natural armor equal to half your bloodrager level until the start of your next turn. This does not stack with other enhancement bonuses to natural armor, including Turtle Tenacity. You are staggered on your next turn. You cannot move more than half your base speed while using this ability and you cannot use it on a round in which you moved more than half your base speed, including involuntary or mounted movement. The movement restriction does not apply while bloodraging. This ability can be used a number of times per day equal to your Constitution modifier (min 1.)
This bonus is quite high, but it doesn't apply to touch or other attacks a dodge bonus would help against (yet), but it also works against invisible or unseen enemies or attacks that would negate Dex (and thus dodge) bonuses.

Blessing of the Turtle God (Ex)
At 20th-level your base natural armor bonus increase to +5 and your base natural armor bonus (including from Improved Natural Armor) applies your touch AC. While bloodraging, your full natural armor bonus (including enhancement effects) applies to your touch AC.
The first opponent to attack you with flanking each round does not gain a flanking bonus against you.
You can speak with turtles and turtle-like creatures, such as kappa or dragon turtles, as if you shared a language and are at a +4 bonus to interactions with them as well as having a constant sanctuary effect towards hostile ones (DC 11 + Cha modifier, renews against a particular turtle every 24 hours, counts as a spell-like ability (Sp)).


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Pizza Lord wrote:

Turtle Bloodline

...

Just needs a rat familiar with sage archetype


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Overlord Bloodline
You come from a lineage of chieftains, overlords, tyrants, betrayers, and leaders or from a race or family that served or learned from them and is ready to start their own lineage. You don't have to be wicked to benefit from these talents, but it helps.

Bonus Feats: Any teamwork or betrayal feats (including Quick Correction and Stepping Stool), Brilliant Planner, Chosen One, Combat Advice, Leadership, Persuasive, Sinister Reputation.

Bonus Spells: shield companion (AA) (7th), bleed for your master (10th), perfect placement (13th), die for your master (16th)

Space Saver:
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Overlord's Tactics
At 1st-level, as a standard action, a bloodrager may designate a number of allies per day equal to their Charisma modifier (minimum 1) to count as having any teamwork or betrayal feats they possess for purposes of the bloodrager benefiting, similar to an inquisitor's solo tactics ability.

When the bloodrager destroys or drops an enemy below 0 hit points while using a betrayal feat, all hirelings, followers, cohorts, or allies selected above gain a +1 morale bonus to attack and damage rolls for one minute. This bonus stacks with other morale bonuses, but not itself. The feat itself need not be damaging, such as the bloodrager standing on an ally with Stepping Stool for a higher ground bonus to the attack that drops an enemy. This bonus increases by +1 if done while bloodraging.

Whenever the bloodrager acquires a hireling, they may choose to increase their pay by 1 gp/day to replace a feat they would have with a teamwork or betrayal feat they possess, though only for granting the bloodrager its benefits. If the feat is one that would likely result in the hireling's death or grievous injury, the cost is an additional 3 gp/day instead. Such hirelings will typically retreat or fall back after a betrayal feat is used on them unless hired for combat, like guards or mercenaries.

Overlord's Coterie
At 4th-level, the bloodrager gains a +1 cover bonus to AC for every 2 active (not stunned, dazed, paralyzed, or unconscious, though flat-footed counts) followers or cohorts of their size or greater adjacent to them, even if some are not between the attacker. Followers or cohorts up to one size smaller require twice as many per +1 bonus. If the attack misses due to this cover, a random adjacent follower or cohort is chosen and a new attack roll is made to see if the attack damages them. This bonus counts as soft cover, does not stack with other cover (including that provided by one of the followers between the attacker), and cannot become improved cover (a bunch of small swarming followers can give a bonus bigger than +4, but cannot make it improved cover regardless of the AC bonus they give or grant a Reflex save bonus). The bloodrager's own adjacent followers and cohorts do not provide cover to targets of their ranged attacks (unless they would fill a square, like a gelatinous cube, but those are unlikely to be followers, and that would likely be total cover).

Your bloodrager spells can affect your followers and cohorts as though they were your familiar or animal companion. They still must be a valid target otherwise (animal growth won't work on a goblin, for instance).

You may designate a number of trained hirelings equal to your Charisma modifier (minimum 1) to count as followers for purposes above. They receive hazard pay (1 gp/day) which can rise to deadly pay (3 gp/day) if such duties are known to be such. This requires their acceptance and agreement, so typically requires a conversation and can't just be done quickly. Most hirelings won't accept unless they're guards or mercenaries (a lawyer or mason is not likely). These followers do not count against those from Leadership or other sources, but must be paid promptly or they either quit or return to normal duties (and the bloodrager risks a reputation for failure to pay), though the bloodrager can end their henchman status, returning them to normal duties or ending employment, through normal means of communication (and paying any debts). Note that the Brilliant Planner feat can account for having negotiated such services ahead of time if such help arrives.

Overlord's Presence
At 8th-level, gain a betrayal feat you meet the requirements for.

When the bloodrager enters bloodrage, all followers and cohorts within 60 feet that can see or hear them can take an immediate action to move up to half their speed. This movement comes off their movement on their next turn and provokes attacks of opportunity as normal.

Additionally, the morale bonus from overlord's tactics increases to +2 when an enemy is dropped (+1 while bloodraging) and affected allies gain temporary hit points equal to half the bloodrager's level. These temporary hit points last for one minute and only occur once per encounter per affected ally.

Whenever the bloodrager uses a betrayal feat, all enemies that witness it within 30 feet require a Will saving throw (DC 10 + half level + Cha. mod.) or be shaken for one minute. A creature that successfully saves is not affected by this same bloodrager's ability for one minute. This is a fear effect and it is checked after any other saves called by the betrayal feat (its –2 penalty for shaken won't effect that action).

Overlord's Dominance
At 12th-level, the bloodrager's leadership score counts as 2 points higher for attracting followers and no longer has penalties for being cruel or mistreating minions. They receive no fairness bonus, but generosity bonus is doubled (if they've earned it).

They may attract hirelings and followers that have the advanced simple template, though they require an additional 1 gp/day in wages (or commensurate considerations for followers that don't take wages, such as better treatment or barracks, etc.).

The bloodrager's hirelings, followers, and cohorts receive a –2 penalty on their saves when targeted by their bloodrager spells (targeted, not being caught in their fireball).

As a standard action while bloodraging, the bloodrager can make an opposed Charisma (not Intimidate) check against a creature that can see them within 30 feet to assert dominance. If the bloodrager wins, that target is shaken for one round and all hirelings, followers, cohorts, and summoned creatures of the target (basically anyone considering them an employer or master) receive a –2 penalty against the bloodrager's targeted bloodrager spells for the duration of the encounter. This cannot stack above shaken with other fear effects. Creatures immune to fear are not shaken, but the penalty remains (GM's call what counts as a hireling or follower. For instance, using it on a goblin chieftain might affect his warriors, but not the shaman. Using it on the shaman might only affect his apprentice.).

Overlord's Army
At 16th-level, the bloodrager gains a +2 bonus to Charisma while bloodraging and can select a teamwork or betrayal feat they meet the requirements for to gain while bloodraging that day. This is chosen the first time entering bloodrage and cannot be changed that day.

Additionally, the bloodrager's hirelings, followers, and cohorts within 120 feet are immune to fear and receive a +2 bonus against mind-affecting effects (except those targeted on them by the bloodrager, see overlord's dominance above).

The bloodrager can easily issue orders to any hirelings, followers, or cohorts within 120 feet despite noise, smoke, confusion, combat, or sheer number of creatures. The minions must have line of sight and be able to hear (not deafened or in silence but loud noise is not a factor. The amount of commands or orders is still limited by time, so directing lots of different individuals or small units to different tasks is still not possible, but commanding on or two is not an issue.

When the bloodrager uses a betrayal feat, they gain temporary hit points equal to half their class level. These stack with themselves up to an amount equal to their class level, and stack with temporary hit points from other sources. This can occur no more than once per round and the temporary hit points last one minute.

Overlord's Ascension (Ex)
At 20th-level, the bloodrager is considered a lord, general, king, chieftain, or deity, depending on who's talking. But they are undeniably a leader. They can have double the number of followers and two cohorts. Cohorts can be up to one level below the bloodrager (still restricted by leadership score).

The bloodrager is immune to mind-affecting effects while adjacent to a cohort and cohorts receive a +4 bonus against them while adjacent to the bloodrager.

The bloodrager can gain control of summoned creatures within 60 while bloodraging with a move action and an opposed Charisma check against their master (the need line of effect to the creature, whether the master is around or not). This even applies to summoner's eidolons, though the summoner gets a +4 bonus. This control lasts up to one minute, and even if the creature is dismissed, if it returns it is still under control. If the master succeeds on the Charisma check, that particular summoned creature is immune for 24 hours.
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