Hemochromic Bloodline

Though you may have been fortunate enough to avoid the pain of full hemochromia yourself, the power has marked your lineage for generations, and some has trickled down to you nonetheless.
===Bonus Feats===
Great Fortitude, Power Attack, Cornugon Smash, Intimidating Prowess, Diehard, Endurance, Toughness
===Bonus Spells===
Bristle (7th), Blood of the Martyr (10th), Invisibility Purge (13th), Forceful Strike (16th)
==Bloodline Powers==
Few hemochromic bloodragers manifest their powers in the same manner due to hemochromia's varied nature. At 1st level, you select one color of Chrono. Once made, this color choice cannot be changed. Due to its volatility (or lack thereof), hemochromic bloodragers never manifest from Divination-tainted bloodlines.
Color 	Energy
Red 	Fire
Orange	Acid
Yellow	Cold
Green 	Electric
Blue 	Sonic
Indigo	Force
White 	Negative/positive (whichever does not heal you)
===Bloodied Blades===
At 1st level, you may use your blood to change the shape of any weapon you're wielding whenever you're bloodraging, as in the spell Alter Weapon. At 11th level, your blood weapons deal an additional 1d6 damage of the type that corresponds to the chrono color you selected at level 1.
===Resilient Marrow===
At 4th level, you gain resist 5 for the energy type that corresponds to your color choice at level 1 and +1 natural AC. At level 10, this becomes Resist 10 and +2 natural AC, then +3 natural AC at level 16.
===Clinging Clots===
At 8th level, you gain a 25% chance to ignore a critical hit, and gain a +4 bonus to all Grapple checks and saving throws against Fear.
===Arcane Overflow===
At 12th level, whenever you kill an enemy while bloodraging, you infuse their corpse with some of your own blood. When you stop bloodraging, your blood causes the corpse to erupt in a magical explosion, the effects varying based on the color you chose at level 1.
===Rage Into Being===
At 16th level, a chromic bloodrager learns to transmute their rage into actual arcane power. A chromic bloodrager may cast any number of spells from the Sorcerer/Wizard spell list of their blood school, but the spell's levels must sum up to no higher than one half the chromic rager's caster level. The chromic rager sacrifices two rounds of rage for every level of the spell they cast, and must be raging to use this power for at least one round prior.
===Hemochromic Immunity===
At 20th level, a chromic rager gains immunity to their blood school's energy type, bleed damage, and death effects.
==Dm's Note==
White chrono ragers do not heal targets that heal from positive or negative energy when using abilities that key off blood energy type, as they specifically deal positive or negative energy damage.
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