Hit Die: d10

Class Skills: 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 Points per Level: 4 + Int Modifier

Level Base Attack Fort Ref Will Special 1 2 3 4
1 +1 +2 +0 +0 Bloodline, Bloodline Power, Bloodrage, Fast Movement - - - -
2 +2 +3 +0 +0 Uncanny Dodge - - - -
3 +3 +3 +1 +1 Blood Sanctuary - - - -
4 +4 +4 +1 +1 Blood Casting, Bloodline Power, Eschew Materials 1 - - -
5 +5 +4 +1 +1 Improved Uncanny Dodge 1 - - -
6 +6 +5 +2 +2 Bloodline Feat 1 - - -
7 +7 +5 +2 +2 Bloodline Spell, Damage Reduction 1/- 1 1 - -
8 +8 +6 +2 +2 Bloodline Power 1 1 - -
9 +9 +6 +3 +3 Bloodline Feat 2 1 - -
10 +10 +7 +3 +3 Bloodline Spell, Damage Reduction 2/- 2 1 1 -
11 +11 +7 +3 +3 Greater Bloodrage 2 1 1 -
12 +12 +8 +4 +4 Bloodline Feat, Bloodline Power 2 2 1 -
13 +13 +8 +4 +4 Bloodline Spell, Damage Reduction, 3/- 3 2 1 1
14 +14 +9 +4 +4 Indomitable Will 3 2 1 1
15 +15 +9 +5 +5 Bloodline Feat 3 2 2 1
16 +16 +10 +5 +5 Bloodline Spell, Bloodline Power, Damage Reduction 4/- 3 3 2 1
17 +17 +10 +5 +5 Tireless Bloodrage 4 3 2 1
18 +18 +11 +6 +6 Bloodline Feat 4 3 2 2
19 +19 +11 +6 +6 Damage Reduction 5/- 4 3 3 2
20 +20 +12 +6 +6 Bloodline Power, Mighty Bloodrage 4 4 3 2

Bloodrager Spells Known

Level 1 2 3 4
1 - - - -
2 - - - -
3 - - - -
4 2 - - -
5 3 - - -
6 4 - - -
7 4 2 - -
8 4 3 - -
9 5 4 - -
10 5 4 2 -
11 5 4 3 -
12 6 5 4 -
13 6 5 4 2
14 6 5 4 3
15 6 6 5 4
16 6 6 5 4
17 6 6 5 4
18 6 6 6 5
19 6 6 6 5
20 6 6 6 5

Weapon and Armor Proficiency: Bloodragers are proficient with all simple weapons 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. 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. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. Rregardless of the source, this inluence manifests itself in a number of ways as the bloodrager gains levels. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.

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 the table above. These spells cannot be exchanged for different spells at higher levels.

Bloodrager Bloodlines

Bloodrage (Su): Each bloodrager has a source of internal power somewhere in his heritage that grants him the ability to bloodrage. Starting 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 bloodrage and 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 saving throws. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Dice, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, 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 otherwise can 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.

In addition, the bloodrager gains additional bloodline powers at 1st level, 4th level, and every four levels thereafter. The bloodline powers a bloodrager gains are based on his bloodline.

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

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

Uncanny Dodge (Ex): At 2nd level, a bloodrager gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flatfooted, even 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.

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 (such as fireball).

Blood Casting (Su): At 4th level, the bloodrager gains the ability to cast spells, even while in a bloodrage. When he’s bloodraging, he can only cast bloodrager spells (see below); spells from other classes cannot be cast during this time.

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

Spells: 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 it ahead of time. The saving throw DC against a bloodrager’s spell is 10 + the spell level + the bloodrager’s Charisma modifier.

Bloodrager Spells

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 above. 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 them at any time, assuming he hasn’t yet used up his spells per day for that level.

The bloodrager’s selection of spells is limited. At 4th level, a bloodrager knows two 1st-level spells of the bloodrager’s choice at 4th level. A bloodrager gains more spells as he increases in level, as indicated above. (Unlike spells per day, the number of spells a bloodrager knows is not affected by his Charisma score, but it’s affected by the bonus bloodline spells he gains).

Improved Uncanny Dodge (Ex): At 5th level and higher, a bloodrager can no longer be flanked. This defense denies a rogue (or other class 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.

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 three bloodrager levels thereafter (13th, 16th, and 19th level), this damage reduction rises 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, when he enters a bloodrage, the bloodrager can apply on himself the effects a bloodrager spell he knows of 2nd level or lower. 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 cast the spell; he must have the spell slot available to take advantage of this effect.

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

Indomitable Will (Ex): While in a bloodrage, a bloodrager of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his bloodrage.

Tireless Bloodrage (Su): Starting 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 (see greater bloodrage) may be any bloodrager spell he knows, not just those of 2nd level or lower.

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