Bloodrager Bloodlines

### **Bloodline Spells**

natural rhythm (5th), greater magic fang (8th), gift of the deep (11th), frightful aspect(14th)

### **Blood Source**

When you hit an opponent with two or more different natural attacks during your turn you gain 1 blood point.

### **Bloodline Apotheosis**

You count as being the aberration type when it would be beneficial to you. You gain immunity to paralysis, critical hits, and precision-based damage, such as sneak attack. You gain blindsight 10 feet and your reach with natural attacks increases by 5 ft.

### **Bloodline Powers**

#### **Antediluvian Weapons (Su)**

At 1st level, while in a bloodrage you gain your choice of two claws or two tentacles dealing 1d4 damage or a bite, gore, or sting dealing 1d6 damage. Claws, bite, gore and sting are primary attacks, while tentacles are secondary attacks. This damage does not increase or decrease based on your size. At 5th level, and again at 9th, 13th, and 17th level the damage dealt by these attacks increases by one die size (1d4, 1d6, 1d8, 1d10, 2d6, 2d8). These natural attacks count as magic for the purpose of overcoming damage reduction. At 5th level they also count as silver and cold iron, and at 10th level they count as having the ghost touch special weapon ability. If you use one of these attacks in concert with a weapon held in the other hand, they act as secondary natural attacks instead.

You may spend a blood point while in a bloodrage as a swift action to gain an additional natural attack from the choices above. You may have only one additional natural attack at a time and it remains until your bloodrage ends.

#### **Inhuman Flexibility (Su)**

At 7th level your reach with all natural attacks is increased by 5 feet and you may spend 3 blood points as a swift action to gain two additional natural attacks from the choices available to you. You may have only two additional natural attacks at a time and they remain until your bloodrage ends. This replaces the limit of one additional natural attack from antediluvian weapons, but you may still spend 1 blood point as a swift action to gain one additional natural attack, up to your new maximum.

#### **Jaws that Bite and Claws that Catch (Su)**

At 13th level you may spend a blood point as a swift action or an additional blood point as part of gaining an additional natural attack with antediluvian weapons to give your natural attacks from antediluvian weapons an additional special ability depending on their type. This lasts as long as you remain in bloodrage.

• Bite: Bleed (your bite’s base damage) • Claws: Rend (your claws’ base damage + 1 1⁄2 your Strength modifier) • Gore: Powerful charge (the gore’s base damage + your Constitution modifier) • Sting: Poison (1d2+1 Strength damage, DC 10 + 1⁄2 your level + your Constitution modifier) • Tentacles: Grab

#### **Hideous Infection (Su)**

At 19th level your natural attacks cause your enemies to become as warped as you are. When you successfully hit an enemy with at least one natural attack in a round, they must make a successful Fortitude saving throw or suffer one of the following effects at random:

1. Their legs and wings wither and they become slug-like, reducing their movement speeds to 5 feet.
2. Their arms become tentacles, reducing damage done by any claw or slam attacks they have by half and imposing a -4 penalty to attacks with manufactured weapons.
3. Their mouths warp and begin gibbering eldritch phrases, making communication impossible and imposing a 50% chance of spells with a verbal component failing.
4. Their lungs become gills or their gills become lungs, rendering aquatic creatures sickened if in water and air-breathing creatures sickened if in air. This does not affect amphibious creatures.
5. Their eyes seal over and are replaced with antennae, rendering them blind but giving them blindsight 5 feet.
6. Their flesh becomes spongy and amorphous. They lose any natural armor bonus they may have. If they don’t have a natural armor bonus they take 50% additional damage from weapon attacks.
7. They exude a slippery mucus and must succeed on a Reflex saving throw at the beginning of each turn or fall prone and drop anything they hold. Even if they succeed, they must succeed on a DC 20 Acrobatics check to move. Failure means they can’t move that round (and must then make a sucessful Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details).
8. Their skin becomes dry, squamous, and rugose, splitting when they move. They take a -3 penalty to attack rolls and saving throws. If they take only a single move action or standard action (plus any swift or immediate actions they might be able to) in a round, this decreases to -1 until the end of their next turn.
9. They emit a hideous stench, causing allies who begin or end their turns adjacent to the creature to become sickened for one round. They also take a -10 penalty to all Diplomacy and Bluff checks.
10. Roll twice, ignoring any 10s. Each effect lasts 1 minute, but once the d10 is rolled you may spend 3 blood points to make it permanent, removable only by a miracle or wish spell. Further instances of this ability can add additional effects, but identical effects do not stack with each other.

### **Bloodline Defenses**

#### **Rubbery Flesh (Ex)**

Starting at 2nd level, you gain DR 5/–, but only for non-lethal damage. This increases to DR 10/– at level 6, DR 15/– at level 11, and DR 20/– at level 19. This does not apply to non-lethal damage caused by your own abilities or items or by any spells cast upon you willingly, nor to non-lethal damage converted from lethal damage by your own abilities or items or by any spells cast upon you willingly.

#### **Loathsome Anatomy (Ex)**

At 9th level, you gain immunity to the sickened and nauseated conditions. You also gain a 25% chance to negate any critical hit or precision damage that hits you. In the case of critical hit, the damage is instead rolled normally.

#### **Alien Nature (Su)**

Starting at 16th level you may momentarily warp your mind and body in response to attacks. You may spend a blood point as an immediate action to roll a saving throw against a mind-affecting effect twice, taking whichever roll is more favorable. If you succeed, the origin of the attack is sickened for a number of rounds equal to your Constitution modifier as they are flooded with the alien nature of your mind. Alternatively, you may spend a blood point as an immediate action in response to a melee attack to make your attacker roll twice and take the worse roll. If they miss they become staggered for one round and count as flat-footed against your attacks until the end of their next turn.

## **Arcane**

### **Bloodline Spells**

greater detect magicUI (5th), dispel magic (8th), spell immunityUC(11th), greater dispel magic (14th)

### **Blood Source**

When you succeed on a saving throw against a spell, an enemy misses you with a spell, or an enemy fails to overcome your spell resistance you gain 1 bloodpoint.

### **Bloodline Apotheosis**

You become a being of pure arcane energy. You gain SR 40, which you may raise or lower as a free action, even when it is not your turn. If you are unconscious or otherwise unable to act your SR automatically lowers in response to harmless spells and raises at all other times. In addition, all your movement speeds count as teleportation, allowing you to reach any space you can reach with your normal movement speeds without passing through intervening squares. This is a supernatural teleportation effect, and you may choose to activate or suppress it as a free action.

### **Bloodline Powers**

#### **Mage Mashing Strike (Su)**

* When you damage an opponent with a melee weapon attack you may spend 1 blood point to mark them with a special rune. The next time they attempt to cast a spell or use a spell-like ability within the next 10 minutes, they immediately take damage equal to the base damage dice of your weapon plus your Constitution modifier. If the spell is arcane, the damage increases by 1/2 your level. This counts as damage taken while casting.

#### **Flash Step (Su)**

* At 7th level you gain the Disruptive and Spellbreaker feats, even if you don’t meet the prerequisites. In addition, while in a bloodrage you may spend 1 blood point as an immediate action to teleport 5 ft per two levels. If you use this ability in response to an enemy casting a spell and end with that enemy within your threatened area they must make a successful Will save or be flat-footed against any attacks of opportunity you make against them until the start of your next turn.

#### **Spell Breach (Sp)**

* At 13th level you may spend a blood point to use greater dispel magic as a spell-like ability with a caster level equal to your level. You may spend 3 blood points to use this ability to counterspell as an immediate action.

#### **Bleed Power (Su)**

* At 19th level, as long as you have at least 1 blood point, all allies (other than you) within 10 ft of you gain a bonus to their saving throws against arcane spells and their caster level, equal to your Constitution modifier. In addition, any ally within this area (including you) who casts an arcane spell may choose to apply one of the following metamagic feats to its effects without increasing casting time or using a higher-level spell slot: Empower Spell, both Enlarge and Reach spell, Extend Spell, Persistent Spell, or both Silent Spell and Still Spell.

### **Bloodline Defenses**

#### **Runescarred (Ex)**

At 2nd level you gain a +2 bonus to saving throws against spells and spell-like abilities. This bonus increases by +1 at 4th level and every 4 levels thereafter.

#### **Spell Vigor (Su)**

At 9th level, whenever you cast a spell you gain temporary hit points equal to your Constitution modifier times the spell level. These temporary hit points last until you next rest to regain spells.

#### **Arcane Body (Su)**

At 16th level, when you would be the target of an attack or affected by a hostile spell you may spend 3 blood points as an immediate action. You instantly become ethereal, as the spell ethereal jaunt. This effect lasts until the end of your next turn or you decide to end it as a free action. You may use this ability after the attack roll is rolled or you roll your saving throw but before the result is revealed.

## **Ash**

### **Bloodline Spells**

vanishAPG (5th), fiery shurikenUC (8th), ash stormUM (11th), volcanic stormUM (14th)

### **Blood Source**

When you deal damage to an opponent who is flat-footed or denied their Dexterity bonus to their armor class, you gain 1 blood point. You cannot trigger both effects on one attack.

### **Bloodline Apotheosis**

You count as being the outsider type and fire subtype when it would be beneficial to you. You gain immunity to bleed, paralysis, poison, and sleep effects. You also become immune to fire and precision-based attacks, such as sneak attack. Finally, you gain a fly speed equal to your land speed.

### **Bloodline Powers**

#### **Ash Cloud (Su)**

At 1st level, you may spend a blood point as a swift action to create a cloud of fog and ash. This functions as fog cloud, filling a contiguous area equal to one 10-foot cube, plus one 10-foot cube per 5 levels for a number of rounds equal to your Constitution modifier. When you use this ability, you may choose one of the following effects to affect any creature ending their turn in the cloud:

• They become staggered as the ash induces coughing fits (Fortitude negates). This does not affect creatures that do not breathe. • They take 2d6 fire damage, plus 1d6 at 4th level and every 3 levels thereafter (Reflex half).

You never suffer these effects for being in your ash cloud.

#### **Sneak Attack (Su)**

While you have at least one blood point, you gain sneak attack 1d4, as the rogue ability. At 4th level, and every 4 levels thereafter, your sneak attack increases by 1d4.

#### **Flame’s Shadow (Su)**

At 7th level you gain mistsight. You also gain hide in plain sight, but only within your smoke clouds. As long as you are within one of your clouds, you can hide yourself from view in the open without having anything to actually hide behind and even while being observed. At 10th level you can use this ability as long as you are within 10 feet of some sort of shadow, cloud of smoke, or fire of at least large size. You cannot, however, hide in your own shadow.

#### **Smoke Double (Su)**

At 13th level, as a standard action you may spend 2 blood points to teleport up to 10 feet per 2 legendary bloodrager levels, leaving behind an insubstantial cloud that mimics your appearance perfectly. You may immediately attempt to use your hide in plain sight ability in your new location. Any creature that attacks your double is immediately exposed to an invidious gas and takes a -2 penalty to armor class and saving throws against your attacks and abilities until the end of your next turn. At 17th level, you may use this ability as a move action.

#### **Ashen Demise (Su)**

At 19th level, upon taking damage of any kind, you may spend 3 blood points to burst into flames, becoming invisible and leaving behind an illusory pile of ashes and bones, as if he had been slain by the fire effect. The wearer’s invisibility and his illusory remains last for a number of rounds equal to his constitution modifier or until the wearer attacks any creature. Creatures that study or interact with the ashes can make a DC 10 + Constitution modifier Will save to disbelieve the illusion, though this does not end the invisibility effect.

### **Bloodline Defenses**

#### **Barely Solid**

At 2nd level, you gain a +4 circumstance bonus to AC on attack rolls made to confirm critical hits against you.

#### **Smoke Cloud (Su)**

At 9th level, whenever you spend at least 2 blood points on the same turn, you gain the effect of the blur spell until the end of your next turn.

#### **Living Ashes (Su)**

At 19th level, whenever you spend at least 3 blood points on the same turn, you gain the effect of the displacement spell until the end of your next turn.

## Blizzard

### **Bloodline Spells**

chill metal (5th), vengeful comets(8th), creeping ice (11th), freezing sphere (14th)

### **Blood Source**

When you deal or take cold damage, you gain 1 blood point.

### **Bloodline Apotheosis**

You count as being the outsider type and cold subtype when it would be beneficial to you. You gain immunity to bleed, paralysis, poison, and sleep effects. You also become immune to cold and precision-based attacks, such as sneak attack, although if you would take cold damage, you may choose to gain a blood point as normal. Finally, you gain a fly speed equal to your land speed.

### **Bloodline Powers**

#### **Icicle Javelin (Su)**

You gain Point Blank Shot and Precise Shot as bonus feats, even if you don’t meet the prerequisites. You may use your Constitution instead of Dexterity for the purpose of qualifying for feats with either of these as prerequisites. You may form an icicle as a free action, even if it isn’t your turn. You may use it as a thrown weapon, using your Constitution modifier instead of your Dexterity modifier on the attack roll. It deals damage equal to 1d8 + your Strength modifier and has a range increment of 30 feet. The icicle dissolves immediately upon striking your target, missing, or if you drop it. Half the damage it deals is cold damage and the other half piercing. It has an enhancement bonus equal to +1 plus +1 per five levels. You may spend a blood point as a swift action to resolve your next attack with an icicle javelin as a touch attack. You do not gain blood points for damaging a creature with this touch attack. While in a bloodrage your javelin ignores ice resistance and immunity.

#### **Freezing Blast (Su)**

Starting at 7th level, whenever you successfully hit an enemy with an icicle javelin you may spend a blood point as a free action, even if it isn’t your turn. The target becomes covered in ice, causing them to become entangled and immobilized for a number of rounds equal to your Constitution modifier. A successful Reflex save reduces this to being entangled for one round. Escaping requires a successful combat maneuver or Escape Artist check against a DC of 15 + your level + your Constitution modifier. A creature that fails their save also takes additional damage equal to your Constitution modifier the next time they take damage from a natural, unarmed, or weapon attack, or bludgeoning or force damage from any source, before the end of your next turn.

#### **Shattering Ice (Su)**

Whenever you hit a creature with an icicle javelin, you may spend 1 blood point as a free action, even if it isn’t your turn, to cause an 10 ft burst of ice centered on the target. Creatures caught within the explosion must make a fortitude save or take cold damage equal to twice your con modifier. You do not gain blood points for damaging a creature this way.

#### **Icicle Pillars (Su)**

After landing a hit, or dropping a Icicle Javelin, you may have them last a number of rounds equal to your constitution modifier, and sustain a maximum of four. As a free action, you can spend 1 blood point per javelin, to cause the area between the pillars to flash freeze, functioning as Shattering Ice for the space inbetween. You do not gain blood points for damaging a creature in this way. This can also be used to create walkable ice over watery surfaces, such as an ocean.

### **Bloodline Defenses**

#### **Cloak of Sleet (Ex)**

You gain cold resistance 5. When you spend at least 2 blood points in a round, ranged attacks against you have a 20% miss chance until the start of your next turn. This miss chance does not stack with concealment and can be overcome with effects that see through precipitation such as mistsight. At 4th level, and every 4 levels thereafter, your energy resistance increases by 5 and the miss chance increases by 5%.

#### **Sleet Shell**

While your cloak of sleet is active, you gain spell resistance equal to 6 + your hit die. If you have spell resistance, instead increase it by 5.

#### **Hoarfrost Mantle**

The miss chance provided by your cloak of sleet applies to all attacks made against you.

## **Celestial**

### **Bloodline Spells**

bless (5th), shield other (8th), hymn of mercyPPC:CoP (11th), greater angelic aspectPPC:CoP (14th)

### **Blood Source**

When an ally within your reach (other than you) takes damage, you gain 2 blood points.

### **Bloodline Apotheosis**

You count as being of the outsider type and good subtype whenever it would be beneficial. You gain immunity to fear, enchantment, poison, and acid. You also gain immunity to one of cold, electricity, or fire and resistance 20 to the other two. In addition, you gain a permanent fly speed with good maneuverability equal to that granted by Empyreal Wings, as you sprout angelic wings on a permanent basis.

### **Bloodline Powers**

#### **Blood Link (Su)**

Each time you regain spell slots you may select a number of allies (other than you) equal to your Constitution modifier. As a move action you may learn any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. When one of these allies takes damage, you may spend a blood point as an immediate action to reduce the damage by half. The amount of damage not taken by the ally is taken by you; this damage cannot be resisted or redirected further and you do not gain blood points for taking this damage.

Special: If you have an archetype that would replace the blood link power, you may choose a number of allies other than you equal to half your Constitution modifier (minimum 1) each time you regain spell slots. You do not gain any inherent benefit from this, but they count as being affected by your blood link for your other bloodline powers and defenses.

#### **Come Together (Su)**

Starting at 7th level, you may spend a blood point as a move action to teleport up to 10 ft. per level to a space adjacent to one of your allies affected by your blood link. In addition, when you are in a bloodrage any ally within your threatened area other than you gains a sacred bonus to their AC and Fortitude saving throws equal to half your Constitution modifier (minimum +1).

#### **Empyreal Wings (Su)**

At 13th level you may manifest a pair of numinous wings as a swift action. While manifested you gain a fly speed equal to twice your base speed (maneuverability average) and you may use your Constitution modifier instead of your Charisma modifier on all Charisma-based skill checks. You also radiate an aura of good as a cleric of your level and any evil aura you may have requires a caster level check (DC 15 + your class level) to detect, and as long as you have at least one blood point you also shine light as the daylight spell. You may dismiss your wings as a free action.

#### **Brilliant Aura (Su)**

At 19th level, while in a bloodrage you shed an aura that punishes any who would harm your allies other than you. If any enemy within medium range (100 feet + 10 feet per level) attacks one of your allies affected by your blood link or casts a harmful spell targeting or including one of them within its area, they take damage equal to your level + your Constitution modifier (Fortitude halves). This damage takes place during the casting of the spell and so may disrupt its casting. You may spend 2 blood points as an immediate action to double this damage.

### **Bloodline Defenses**

#### **Celestial Vigor (Ex)**

At 2nd level you gain a +4 bonus to saving throws against poison, disease, and fear and resistance 5 to acid and cold. At 4th level, and every 4 levels thereafter, the bonus to saving throws increases by 1 and your energy resistance increases by 5. You may spend 1 blood point as an immediate action to grant these bonuses to one ally affected by your blood link for one round, wearing off at the start of their next turn.

#### **Archon’s Glare (Su)**

At 9th level, whenever you or an ally affected by your blood link is the target of an attack by a creature that can see you you may spend a blood point as an immediate action to make an Intimidate check, replacing your or your ally’s AC with the result of your check. You may use this ability after the attack has been rolled but before the result is revealed.

#### **Stand By Me (Su)**

Starting at 16th level, when you are in a bloodrage and adjacent to an ally affected by your blood link you gain DR 5/–. At 20th level this increases to DR 10/–.

## Destined

### **Bloodline Spells**

clarion call (5th), heroism (8th), deadly juggernaut (11th), grand destiny (14th)

### **Blood Source**

When you begin or end your turn threatened by more than one enemy, you gain 1 blood point, to a maximum of 1 point per round.

### **Bloodline Apotheosis**

At 20th level, your destiny is clear and it cannot be stopped. You are immune to fear and emotion effects, though you may elect to lower this defense to accept a beneficial emotion spell. Additionally, the irrepressible and not today abilities also allow for rerolls on saves vs. death effects and any effect that imposes the stunned or paralyzed conditions. Finally, anytime you confirm a critical hit it grants all allies within who can see or hear the event the benefits of the not today and call to destiny abilities without using a blood point. Any enemy within 30 feet that witnesses the event must also make a Will save or be shaken.

### **Bloodline Powers**

#### **Boost of Confidence (Su)**

Your belief in your destiny pushes you beyond your limits. You may spend 1 blood point as a free action to increase all morale bonuses affecting you by +1. You can only increase a morale bonus for any one effect once until it expires. The bonus morale lasts as long as the underlying effect. At 5th level and every 5 levels thereafter, you can spend an additional blood point to increase the morale bonus by one. For example, a 10th-level legendary bloodrager can spend up to 3 blood points to increase morale bonuses for which they are affected by +3.

#### **Call to Destiny (Su)**

You may call out to your allies reminding them of their destiny. At 7th level, you may spend 1 blood point as a move action to begin an oration of how their destiny is to triumph, granting yourself and all allies within 30 feet a +1 morale bonus to attack, damage and saves vs. fear for one round. This bonus increases to +2 at 12th level and +3 at 17th level. The oration can be continued for an additional by spending an additional blood point as a free action. The ally must be able to hear and understand you to receive the bonus. If the oration is given via a visual medium like a sign language or images, the ally must be able to see you. If you are deaf (for verbal media) or blind (for visual media) you suffer a 20% failure chance when attempting the oration. If the oration fails this way you still expend the blood point.

#### **Exhort (Su)**

Your rallying call can push your allies beyond their limits. At 13th level, by spending additional blood point, you may grant additional bonuses to any allies affected by the call to destiny ability. You may grant your allies a +4 morale bonus to Strength, Constitution, or Dexterity, one extra attack on a full attack action or a +10 morale bonus to their base speed. This bonus lasts until your next round and must be decided at the time the ability is used for all of the subjects.

#### **Fall Before Me (Ex)**

Your destined bloodline is unstoppable. At 19th level, as long as you have a blood point remaining, you may make an intimidate check as a swift action against an enemy within 30 ft. who can see or hear you. This Intimidation check affects foes normally immune to fear but such creatures have their DC increased by 5. This ability will not affect mindless foes. If the demoralize attempt is successful, the target is Shaken for 1d6 rounds. If the target is 5 HD less than you they are frightened instead. If the target is 10 HD less than you, they are panicked. Additionally you may expend a blood point to grant yourself a bonus on the Intimidate check equal to your class levels. Finally, you may expend a blood point to affect all enemies within 30 feet as a move action. The blood point expenditures may be combined.

### **Bloodline Powers**

#### **Implacable Destiny (Ex)**

At 2nd level, you remain conscious and continue fighting even if your hp total falls below 0. You are staggered at 0 hit points or lower and continue to lose 1 hit point per round as normal. If you have Orc Ferocity or Ferocity you are not staggered but are instead fatigued while at 0 hit points or below.

#### **Irrepressible (Su)**

At 9th level, your morale and confidence in your destiny is unstoppable. As an immediate action you may spend a blood point to reroll any save against a spell with a compulsion, emotion or fear descriptor, or a spell with a domination effect. This reroll can happen when the saving throw is first failed or any turn they are under the effect to a maximum of once per round. At 11th level, the legendary bloodrager gets a +1 morale bonus to this saving throw reroll. At 13th level and every 2 levels thereafter, the bonus to the reroll increases by +1 to a maximum of +5 at 19th level.

#### **Not Today! (Su)**

At 16th level, your unflappable destiny inspires your allies and strikes fear in your enemies. Anytime you use the Irrepressible ability, you may affect any ally who can see or hear you with the same effect. Additionally, any enemy within 30 feet must make a Will save or be Shaken. If the enemy fails their save by 5 or more they are frightened.

## Draconic

### **Bloodline Spells**

blistering invectiveUC (5th), firewalker’s meditationPPC:DA (8th), form of the dragon I (11th), spell turning (14th)

### **Blood Source**

Whenever you successfully impose the shaken, frightened, or panicked conditions on a creature with a CR of at least half your character level (whether from a spell, the demoralize action, or some other effect originating from you), you gain 1 blood point, to a maximum of 1 per round.

### **Bloodline Apotheosis**

At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

### **Bloodline Powers**

#### **Draconic Heritage**

At 1st level, you choose a metallic or chromatic dragon type, from the table below. This choice cannot be changed. In addition, while bloodraging, you gain two primary claw attacks, dealing 1d4 damage. This damage does not increase or decrease based on your size.

#### **Dragonheart (Su)**

At 7th level, you gain a breath weapon you may use by spending 3 blood points. This breath weapon deals 1d6 points of damage of your energy type per legendary bloodrager level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your legendary bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart).

#### **Imperious Wings (Ex)**

At 13th level you may manifest a pair of scaled wings as a swift action. While manifested you gain a fly speed equal to twice your base speed (maneuverability average) and you may use your Constitution modifier instead of your Charisma modifier on all Charisma-based skill checks. While your wings are manifested, you may spend 3 bloodpoints as a standard action to channel a demoralising, draconic roar. Make an Intimidate check to demoralize all foes within 30 feet who can hear your roar, gaining a competence bonus to this check equal to your Constitution modifier. This does not restore bloodpoints.

#### **Energetic Release (Ex)**

At 19th level, you may add your constitution modifier as energy damage to your claws as a swift action costing 4 bloodpoints. This lasts a number of rounds equal to your constitution modifier.

### **Bloodline Defenses**

#### **Hard Scales (Ex)**

At 2nd level, you gain a +1 bonus to natural armor, and elemental resistance 5 against the element chosen in Draconic Heritage. At 4th level, and every 4 levels thereafter, the natural armor bonus increases by 1 and your energy resistance increases by 5.

#### **Draconic Vitality (Ex)**

Starting at 9th level, whenever your energy resistance (whether from this bloodline or another source) completely negates a source of damage you gain a +2 bonus to all saving throws against spells and spell-like abilities. At 13th and 17th level this bonus increases by +1.

#### **Dragon Aura (Ex)**

At 16th level, you gain the Frightful Presence monster ability, with a DC of 10 + 1⁄2 your HD + your constitution modifier. The duration is 1d4 rounds, and has a range of 30 feet.

## **Fey**

### **Bloodline Spells**

charm person (5th), jester’s jauntAPG (8th), charm monster (11th), cloak of dreamsAPG (14th)

### **Blood Source**

When you end your turn in a square at least as far away from your initial square as half your base land speed, you gain 1 blood point. You may enter bloodrage immediately upon gaining this blood point.

### **Bloodline Apotheosis**

You count as being of the fey type whenever it would be beneficial. You gain immunity to mind-affecting effects and improved evasion. In addition, as a free action once per round you may use one of your bloodline spells as a spell-like ability with a saving throw DC of 20 + your Constitution modifier. You may use this ability once per day for each bloodline spell. Finally, you gain a +10 racial bonus to all Charisma-based skill checks and may make these skill checks while in a bloodrage.

### **Bloodline Powers**

#### **Nymph’s Glower (Su)**

When you successfully hit an enemy with a melee or thrown attack, you may spend 1 blood point as a swift action to send a stunning glance their way, causing them to become staggered for one round. A successful Will save negates this effect. At 10th level you do not need to spend a blood point to use this ability, but may spend a blood point to cause the target to instead become stunned for one round. If they make a successful Will they are instead staggered for one round. This is a mind-affecting effect.

#### **Redcap’s Malice (Ex)**

Starting at 7th level, when you enter a bloodrage, choose a creature type other than fey. If you choose humanoids or outsiders, you must also choose an associated subtype, as a ranger’s favored enemy. Any natural or weapon attacks you make against creatures of that type have their critical multiplier increased by 1. (For example, from 19-20/x2 to 19-20/x3 or from 20/x4 to 20/x5.) While in a bloodrage, you also gain the benefits of the Vicious StompUC feat, even if you don’t qualify for it. Your unarmed strikes made with this feat deal lethal damage, do not provoke attacks of opportunity, and deal damage as if you were a monk of your legendary bloodrager level.

#### **Dryad’s Potency (Su)**

At 13th level, whenever you cast a mind-affecting legendary bloodrager spell the saving throw DC is equal to 10 + 1/2 your level + your Constitution modifier and all other effects dependent on spell level (such as ability to penetrate a lesser globe of invulnerability) are calculated as if the spell level were 4 higher. Any other effects that would increase spell level, such as Heighten Spell, also increase the DC by 1 for each spell level. Your legendary bloodrager spells and bloodline powers ignore immunity to mind-affecting effects, but such creatures gain a +4 bonus to their saving throws against your mind-affecting spells. (Mindless creatures are still immune to your mind-affecting effects.)

#### **Nixie’s Grace (Ex)**

At 19th level, you gain a +10 bonus on any Charisma checks to force a charmed creature to do something it would not normally do, and may attempt to force them to obey suicidal or obviously harmful orders.

### **Bloodline Defenses**

#### **Fey Resistances (Ex)**

At 2nd level you gain a +4 bonus to saving throws against mind-affecting effects and a +2 bonus to Reflex saving throws. Both of these bonuses increase by +1 at 4th level and every 4 levels thereafter.

#### **Fey Skin (Ex)**

At 9th level you gain DR 5/cold iron. This increases to DR 10/cold iron at level 14 and DR 15/cold iron at level 19.

#### **Otherworldly Gaze (Su)**

At 16th level when you would be struck by a melee weapon or natural attack you may spend a blood point to use your Nymph’s Glower bloodline ability as an immediate action. This does not count as spending a blood point to increase its effect, but you may spend an extra blood point to do so. Any effect lasts until the end of their next turn, instead of the beginning of their next turn as normal. If the target fails their saving throw against your otherworldly gaze ability, they must roll their attack again and must use the worse of the two rolls.

Special: If you do not have the Nymph’s Glower ability (such as if you have an archetype that replaces your 1st-level bloodline ability) you may still use it as part of this bloodline defense, but not normally.

## **Fiendish**

### **Bloodline Spells**

infernal healing (5th), shatter (8th), fiendish wrath (11th), damnation stride (14th)

### **Blood Source**

When you break or destroy an object worn or wielded in combat by an enemy, you gain 2 blood points. In addition, you gain 1 blood point for reducing a creature with HD equal to or greater than 1⁄2 of your HD below 50%.

### **Bloodline Apotheosis**

You count as being of the outsider type and evil subtype whenever it would be beneficial. You gain immunity to fear, enchantment, poison, and fire. You also gain immunity to one of acid, cold, or electricity, and resistance 20 to the other two.

### **Bloodline Powers**

#### **Wrecker Claws (Su)**

You gain the Improved Sunder feat, even if you don’t meet the prerequisites. You qualify for any feats with Improved Sunder as a prerequisite as if you had Str 13, Power Attack, and BAB +1. At 6th level you gain the Greater Sunder feat, even if you don’t meet the prerequisites. In addition, you may use broken objects as if they were not broken.

While in a bloodrage, you gain two primary claw attacks dealing 1d4 damage each. This damage does not increase or decrease based on their size. Attacks with these claws deal full damage to objects and ignore a number of points of hardness equal to half your legendary bloodrager level (minimum 1). These claws count as magic for the purpose of overcoming DR. At 5th level they also count as silver and cold iron, and at 10th level they count as evil and as having the ghost touch special weapon ability. If you use one of these attacks in concert with a weapon held in the other hand, they act as secondary natural attacks instead.

When you successfully strike a target with a claw attack or make a successful sunder combat maneuver against an item they hold or wear, you may spend a blood point as a free action, even if it isn’t your turn, to reduce the target’s armor class by 1 for 1 minute. Reductions from multiple uses of this ability stack (up to a maximum of your Constitution modifier, minimum 1) and extend the duration to 1 minute from the last use of the ability.

At 4th level, these claws count as magic for the purpose of overcoming damage reduction and at 14th level they count as evil.

#### **Tenebrous Wings (Ex)**

At 7th level you grow a pair of wings. You may use your Constitution modifier instead of your Dexterity modifier to calculate your Fly bonus. While you have at least one blood point you gain a fly speed equal to your base land speed with average maneuverability. You may spend a blood point as a swift action to double this fly speed for 1 minute. Starting at 14th level you gain this fly speed constantly and your maneuverability increases to good.

#### **Stare From the Abyss (Su)**

At 13th level you gain the see in darkness ability, and while you are in a bloodrage and attack an enemy you have concealment from because of darkness, your bonus to attack rolls and damage rolls from your bloodrage are doubled.

#### **Hellfire Bellows**

At 19th level, you gain a breath weapon you may use by spending 3 blood points. The breath weapon deals 5d12 fire and 5d12 unholy damage. This deals full damage to objects and ignores hardness.

### **Bloodline Defenses**

#### **Fiendish Resilience (Ex)**

At 2nd level you gain a +4 bonus to saving throws against fear, enchantment, and poison, and fire resistance

At 4th level, and every 4 levels thereafter, the bonus to saving throws increases by 1 and your fire resistance increases by 5.

#### **Inured (Ex)**

At 9th level you gain your choice of DR 5/cold iron or DR 5/silver. At 14th level this becomes DR 5/cold iron and good or DR 5/silver and good, and at 19th level it increases to DR 10/cold iron and good or DR 10/silver and good.

#### **Enveloping Wings (Su)**

At 16th level whenever you have at least one blood point and would be affected by an enemy’s attack or effect, you may spend all your blood points as an immediate action. The attack or effect is negated and any other attacks or effects originating from an enemy until the beginning of your next turn do not affect you. You also become exhausted until you regain at least one blood point, or until 1 minute after you leave combat.

## **Granite**

### **Bloodline Spells**

stone fist (5th), binding earth (8th), meld into stone (11th), spike stones (14th)

### **Blood Source**

When you end your turn without having taken a move action to move, you gain 2 blood points. You may enter bloodrage immediately upon gaining this blood point.

### **Bloodline Apotheosis**

You count as being the outsider type when it would be beneficial to you. You gain immunity to bleed, paralysis, poison, and sleep effects. You also become immune to acid and precision-based attacks, such as sneak attack. Finally, you gain the earth glide ability and a burrow speed equal to your land speed.

### **Bloodline Powers**

#### **Earth Warden (Ex)**

You gain Combat Reflexes as a bonus feat even if you do not meet the prerequisites and may use your Constitution modifier instead of your Dexterity modifier to determine the number of additional attacks of opportunity you may make each round. At 5th level you gain Stand Still as a bonus feat.

As long as you stand on stone or earth (including worked stone) and have at least one blood point, you may establish a zone of control as a standard action. This zone extends 10 feet from you, plus 5 feet per 5 levels. You threaten all squares within this area and by spending a blood point may move up to half your base speed to make an attack of opportunity against a creature in the zone. If you move more than 5 feet in a round, except to make an attack of opportunity, your zone disappears and you must re-establish it as a swift action.

#### **Grasping Earth (Su)**

At 7th level, when a creature within your zone of control attempts to move away from you you may spend a blood point as an immediate action to make a special trip check. Add your Constitution modifier as a bonus to your check. If the trip check succeeds, they fall prone and become entangled and immobilized. Regardless of success or failure, all squares in a line between you and your target become difficult terrain for a number of rounds equal to your Constitution modifier. They may free themselves with a successful combat maneuver check or Escape Artist check against your CMD. Add your Constitution modifier as a bonus to your CMD for this check. You also gain a burrow speed equal to half your base speed and tremorsense 10 feet. While you have a zone of control your tremorsense extends to its border.

#### **Enforce Gravity (Su)**

At 13th level your zone of control causes gravity to pull all creatures to earth. Any creature that enters your zone of control or begins their turn within or up to 10 feet per level above it has any fly speeds reduced to 0 feet. This could potentially cause them to fall, but they take no damage from it unless you spend a blood point as an immediate action. You may choose to exempt a creature from this effect, but their fly speed is still reduced by half.

#### **Lord of the Earth (Sp)**

Starting at 19th level the size of your zone of control doubles and you gain almost complete control over the earth and stone within it. As a swift action you may spend 3 blood points to use roaming pitPRC: MTT, stone shape, or wall of stone as a spell-like ability. Your caster level is equal to your legendary bloodrager level. The effect may not extend beyond your zone of control.

### **Bloodline Defenses**

#### **Blade Breaker (Ex)**

At 2nd level, when you take damage from a melee attack while in bloodrage, you can make a sunder combat maneuver against the weapon that damaged you as an immediate action. You gain a circumstance bonus to your combat maneuver check and damage equal to your Constitution modifier. If the attack was from a natural weapon you may still make this sunder combat maneuver, dealing half the damage to your attacker and imposing a -2 penalty to all attacks with that natural attack for a number of rounds equal to your Constitution modifier. This attempt does not provoke an attack of opportunity.

#### **Slab Skin (Ex)**

At 9th level you skin hardens like a mountain, granting you DR 1/-. This increases to DR 2/- at 14th level and DR 3/- at 19th level.

#### **Earth’s Bounty (Su)**

Starting at 16th level, as long as you are standing on rock or earth, you can spend 4 blood points to gain fast healing 2 for one round per 4 levels of legendary bloodrager.

## **Kaiju**

### **Bloodline Spells**

bristleAPG (5th), strong jawAPG (8th), beast shape III (11th), beast shape IV (14th)

### **Blood Source**

Whenever you succeed on a combat maneuver against a creature smaller than yourself, you gain 1 blood point.

### **Bloodline Apotheosis**

Upon hitting 20th level, you may choose one of the subtypes available to an unchained summoner’s eidolon. You gain that subtype, and the base evolutions of levels 1, 4, 8 and 12. In addition, you may keep half your evolutions active even while you are not in bloodrage.

### **Bloodline Powers**

#### **Raging Colossus (Su)**

You gain the Improved Bull Rush and Improved Overrun feats, even if you don’t meet the prerequisites. You qualify for any feats with Improved Bull Rush or Improved Overrun as a prerequisite as if you had Str 13, Power Attack, and BAB +1. At 6th level you gain the Greater Bullrush and Greater Overrun feats, even if you don’t meet the prerequisites.

You add your bonus to attack rolls from your bloodrage to all Strength checks and Strength-based skill checks. In addition, while you are in bloodrage, your height doubles and your weight is multiplied by 8. This increase changes your size category to the next larger one. If this increases your size to Large you gain space of 10 feet and a natural reach of 10 feet. If insufficient room is available for this growth, you attain the maximum possible size and may make a Strength check to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing it. You may choose not to grow in size when entering bloodrage; this choice remains for the duration of your bloodrage.

All equipment you wear or carry is similarly enlarged. Melee weapons deal more damage. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.

Multiple magical effects that increase size do not stack. You may spend a blood point to make a special charge. During your movement you may make an overrun attempt or a Strength check to destroy an object in your path as a free action, but this imposes a -2 penalty on the attack roll at the end of your charge. For every 5 levels you may make an additional overrun attempt or Strength check, taking an cumulative -2 penalty to your attack roll and any subsequent overrun attempts or Strength checks for each attempt. If you choose to make a bull rush attempt at the end of your charge, the penalty is halved.

#### **Colossus Eidolon**

At 7th level, when you enter bloodrage, you gain the ability to adjust your physical shape to aid you in combat. Each time you enter bloodrage, you gain an evolution pool, as if you were an unchained summoner’s eidolonPU. This pool has three evolution points, and increases by 1 point for every 3 levels of legendary bloodrager you have beyond 7th. You can choose from the following evolutions: bite, claws, climb, gills, improved damage, improved natural armor, magic attacks, slam, tail, and tail slap. These evolutions last until the end of the bloodrage. Requirements based on subtypes of eidolons are ignored, but you must meet level requirements, using your legendary bloodrager levels in place of unchained summoner levels.

#### **Expanding Adaptability**

At 13th level, you add the following evolutions to those you can choose whenever you bloodrage: tentacle, tentacle (mass), blood frenzy, gore, reach, rend, trample, and trip. In addition, you may spend a full-round action and a point of bloodrage to reassign your evolution points without leaving and re-entering bloodrage.

#### **Power Overwhelming**

At 19th level, you add the following evolutions to those you can choose whenever you bloodrage: tremorsense, burrow, damage reduction, pounce, web, breath weapon, and spell resistance. In addition, reassigning evolutions with Expanding Adaptability now takes a swift action.

### **Bloodline Defenses**

#### **Overgrown Force**

You gain a +4 bonus to your CMD, AC, and saving throws against effects that would prevent you from moving or force you to move (e.g. tanglefoot bags, bull rush attempts, or dazing). At 4th level, and every 4 levels thereafter, this bonus increases by 1.

#### **Giant Impact**

Starting at 9th level, when you are the target of a melee attack, you may spend a blood point to make a bull rush attempt as an immediate action. This may leave them unable to attack you if you are outside their reach, in which case they may redirect their attack to any creature within reach. If there is no such creature, or they choose not to attack one of them, their action is wasted.

#### **Colossal Weight**

Starting at 16th level, whenever would successfully perform a combat maneuver against you, you may spend a blood point to add your Constitution to your CMD for that maneuver only as a free action. You may use this ability after the result of the combat maneuver is revealed. If this would cause the combat maneuver to fail, you may then perform the same combat maneuver against your attacker as an attack of opportunity. This does not provoke an attack of opportunity.

## **Pheonix**

### **Bloodline Spells**

produce flame (5th), cure moderate wounds (8th), firefallAPG (11th), breath of life (14th)

### **Blood Source**

When you regain hit points due to a spell or spell-like or supernatural effect, you gain 1 blood point.

### **Bloodline Apotheosis**

You count as having the fire subtype whenever it would be beneficial. You gain immunity to disease, poison, death effects, and fire, and allies within close range (25 feet + 5 feet per 2 levels) gain fire resistance 20. Your fly speed from resplendent pinions doubles and your maneuverability becomes good.

### **Bloodline Powers**

#### **Incandescent Blade (Su)**

You may manifest a blade of fire as a free action. This appears and functions in all ways as a melee or thrown weapon of your choice (allowing you to make use of abilities and feats such as Weapon Finesse or Weapon Focus), chosen when you create it, except that it always deals fire damage equal to 1d8 + your Strength modifier + its enhancement bonus. (Your Strength modifier is not multiplied for wielding the blade as a two-handed weapon.)

A thrown weapon gains bonuses to attack from bloodrage as if it were a melee weapon and disappears upon hitting or missing an enemy. It has an enhancement bonus equal to +1 plus +1 per five levels. You may spend a blood point as a swift action to make your next attack with your fire blade as a touch attack. You do not gain blood points for damaging a creature with this touch attack. While in a bloodrage your blade ignores fire resistance and immunity.

At 3rd level, and every 3 levels thereafter, the blade gains a +1 effective enhancement bonus you may only use to apply weapon special abilities. You may add weapon special abilities with a flat cost as if they had the equivalent enhancement bonus in Table: Incandescent Blade. You may spend 8 hours in contemplation and communion with your bloodline to change these abilities. During this time you must perform no activities beyond eating, drinking, and stoking a fire

#### **Enkindled Vitality (Su)**

At level 7, you gain the ability to have Conjuration (healing) spells cast on you restore additional hit points equal to your Constitution modifier. You may also spend a blood point as an immediate action to heal another creature within close range (25 feet + 5 feet per 2 levels) by the same amount or gain it as a bonus to the next damage roll you make before the end of your next turn.

#### **Resplendent Pinions (Su)**

Starting at level 13, you can manifest a pair of numinous wings as a swift action. While manifested, you gain a fly speed equal to twice your base speed (maneuverability average) and you may use your Constitution modifier instead of your Charisma modifier on all Charisma-based skill checks. As long as you have at least one blood point, all Conjuration (healing) spells and all fire spells and effects cast by allies within close range have their caster level increased by 1. You can dismiss your wings as a free action.

#### **Ash And Dust (Su)**

Once per day, you can use your immense regenerative powers to absorb blows that would fell your allies. You can expend all but 1 blood point as an immediate action to redirect an attack or source of damage that would kill an ally or reduce them below 0 to yourself. For each blood point spent, you nullify 1 point of damage per 4 levels of legendary bloodrager, regardless of its damage type or source, for a maximum of 5 damage negated per blood point at level 20. If this would kill you, you may use from the pyre as part of the same immediate action. Blood points spent on this ability count towards from the pyre's time reduction.

### **Bloodline Defenses**

#### **Kindling**

At 2nd level you gain a +4 bonus to saving throws against disease, poison, and death effects, and to remove negative levels, and fire resistance 5. At 4th level, and every 4 levels thereafter, the bonus to saving throws increases by 1 and your fire resistance increases by 5.

#### **Aura of Renewal (Su)**

Starting at 9th level, when you are in a bloodrage, all allies within close range (25 feet + 5 feet per 2 levels), including yourself, gain temporary hit points equal to your Constitution modifier at the end of your turn. While you are in bloodrage, if you successfully deal fire damage to an enemy on your turn, you or one ally of your choice within close range gains temporary hit points equal to your Constitution modifier. Temporary hit points from this ability stack with temporary hit points normally gained by entering bloodrage last until the end of your next turn.

#### **From the Pyre (Su)**

At 16th level whenever you have at least one blood point and would be reduced to 0 hit points or fewer, you may spend all your blood points as an immediate action to explode in a glorious flame of rebirth. Every creature within close range (25 feet + 5 feet per 2 levels) takes 20d6 fire damage or half that on a successful Reflex save. You may exempt a number of creatures from this explosion equal to your Constitution modifier. You also die, leaving no remains. After one week you are resurrected, fully healed, in a safe location of your choice. You also gain two permanent negative levels, just as if you had been hit by an energy- draining creature, and cannot gain blood points until these are removed. The time to resurrect is reduced by 1 day for every two bloodpoints expended, but this ability cannot be used for a week after resurrection regardless.

## Raven

### **Bloodline Spells**

raven’s flight(5th), blood biography(8th), locate creature (11th), companion transposition(14th)

### **Blood Source**

When you end your turn adjacent to or in the same square as your raven familiar you gain 1 blood point. You may enter bloodrage immediately upon gaining this blood point.

### **Bloodline Apotheosis**

You and your raven familiar gain immunity to fear, poison, disease, death effects, and cold. Your and your raven’s fly speed doubles.

### **Bloodline Powers**

#### **Raven Familiar (Ex)**

You gain a raven familiar, as the wizard class feature. Whenever it is within 30 feet of you it gains a morale bonus to its AC and saving throws equal to your Constitution modifier. At 3rd level you gain Improved Familiar as a bonus feat, but must choose to give your raven familiar the celestial, entropic, fey-touched, fiendish, or resolute templates. As a swift action you may spend a blood point to allow your familiar to move up to twice its speed. It does not provoke attacks of opportunities during this movement. While your raven shares an enemy’s space you count as flanking that enemy with it.

#### **Ebon Wings (Ex)**

At 7th level you grow a pair of wings. You may use your Constitution modifier instead of your Dexterity modifier to calculate your Fly bonus. While you have at least one blood point you gain a fly speed equal to your base land speed with average maneuverability. You may spend a blood point as a swift action to double this fly speed for 1 minute. Starting at 14th level you gain this fly speed constantly and your maneuverability increases to good.

#### **One Mind (Su)**

At 13th level you and your raven familiar become all but a single creature. You may see through your raven’s eyes (using its senses but your Perception modifier) or your own, switching as a free action, and your raven familiar may see through yours in the same way. You may communicate telepathically with your raven at any distance (even across planes). If one of you is not surprised in combat, neither are, and you each roll initiative independently, using the better roll for each. Neither of you can be flanked or caught flat-footed by a creature the other can see. Finally, as long as it is within long range (1000 feet + 100 feet per level) of you, your raven may cast spells from your spells known and spells per day, though only up to 2nd level spells.

#### **Ill Omen (Su)**

Starting at 19th level, while you are in bloodrage, your raven familiar grows to large size, gaining a +16 bonus to Strength, -6 penalty to Dexterity, +6 bonus to Constitution, and +2 natural armor. Its bite deals 1d8 damage and its reach becomes 10 feet. It also gains combat feats and any feats requiring bloodrage you have, and counts as being in a bloodrage. If you spend 3 blood points as part of entering bloodrage or as a swift action while in bloodrage your raven familiar also gains the effects of your bloodrage.

### **Bloodline Defenses**

#### **Carrion-Bird Fortitude (Ex)**

At 2nd level you and your raven familiar gain a +4 bonus to saving throws against fear, poison, disease, and death effects, and cold resistance 5. At 4th level, and every 4 levels thereafter, the bonus to saving throws increases by 1 and your cold resistance increases by 5.

#### **Dense Feathers (Ex)**

At 9th level you and your raven familiar gain DR 5/bludgeoning or piercing. At 14th level this becomes DR 5/bludgeoning and magic, and at 19th level it increases to DR 10/bludgeoning and magic.

#### **Shared Vitality (Su)**

Starting at 17th level, when you or your raven familiar takes damage, you may spend a blood point as free action that may be taken even when it isn’t your turn to split the damage between you and your familiar however you please. Damage given to whicher of you didn’t originally take damage becomes non-lethal, but this cannot exceed their current hit points. Both of you then gain a number of temporary hit points equal to your level.

## **Shadow**

### **Bloodline Spells**

sense fearHA (5th), shadow jauntVC (8th), shadow projectionAPG (11th), cruel jauntHA (14th)

### **Blood Source**

When you end your turn in concealment you gain 1 blood point. You may enter bloodrage immediately upon gaining this blood point.

### **Bloodline Apotheosis**

You count as being the outsider type when it would be beneficial to you. You gain immunity to cold, paralysis, poison, and sleep effects. You can gain or dismiss a cloud of shadow to gain normal concealment at any time, as a swift action.

### **Bloodline Powers**

#### Fear the Dark (Ex)

You may spend a blood point to use Intimidate to demoralize opponents as a swift action. You may spend an additional blood point to demoralize all opponents within 30 feet. If you have concealment from the target of your demoralization, you gain a bonus to your Intimidate check equal to your Constitution modifier. You also gain low-light vision and darkvision 60 ft. If you already have low-light vision you can see four times as far in conditions of dim light and if you already have darkvision its range increases by 60 ft.

#### **Shadow on the Wall (Su)**

At 7th level you may become a two-dimensional shadow on a flat, opaque surface adjacent to you and at least as large as you as a move action. This grants you a climb speed equal to your base land speed and a +10 circumstance bonus to Stealth checks and Disguise checks to appear to be a normal shadow. The Climb DC for any surface is 10, regardless of its composition or whether it is horizontal or vertical. Any attacks against you deal only half the normal damage, with the rest being transferred to the surface you are on. (Hardness applies to this transferred damage as normal.) Any attacks you make while in this form deal only non-lethal damage and your reach cannot extend more than 5 feet from the surface you are on. If you end your turn in bright light this ability you immediately return to your normal form, potentially causing you to fall.

#### **Fear Feaster (Su)**

Starting at 13th level, whenever you deal damage to a creature suffering from a fear effect while in a bloodrage you may spend 1 blood point to deal 1d4+1 points of Strength damage to them as a free action and gain temporary hit points equal to their HD. Temporary hit points gained this way stack with themselves and last until the end of your bloodrage.

#### **Mind-Killing Consumption (Su)**

At 19th level you may spend 2 blood points as a standard action to engulf an enemy suffering from a fear effect in your shadow. If the target fails a Will save they take nonlethal damage equal to 2d6 + your Constitution modifier and become trapped in an extraplanar gullet located on the plane of shadow. As a move action once per turn you may assault them with terrors, forcing them to make another Will save or take the same damage and become shaken; you may also do so as a swift action by spending a blood point, potentially allowing you to damage them twice in one turn. This shaken effect stacks with itself and other fear effects, potentially causing your victim to become frightened or panicked. If the creature is immune to nonlethal damage the damage is instead lethal. A creature rendered unconscious by this ability is immediately ejected from the gullet and takes enough Wisdom damage to reduce their Wisdom to 0 and you gain temporary hit points equal to twice the creature’s hit dice. You may have only one creature in your gullet at a time; attempting to engulf a second creature frees the first. You may eject a creature, causing them no further harm, as a free action. A creature trapped in your gullet may escape by succeeding on a Will save as a full-round action, by means that would allow them to leave the plane of shadow (such as the plane shift spell, though casting in your realm of shadows requires a successful concentration check against a DC of 35 + your Constitution modifier), or dealing enough damage to the fragile planar envelope of your gullet with a light or one-handed melee weapon. The envelope has an AC of 35 + your Constitution modifier and hit points equal to 1/10 of your maximum hit points. If they successfully escape or are ejected.

### **Bloodline Defenses**

#### **Penumbral Resistances (Ex)**

At 2nd level you gain cold resistance 5. At 4th level, and every 4 levels thereafter, the bonus to saving throws increases by 1 and your fire resistance increases by 5. In addition, concealment and full concealment provides an additional 5% miss chance, plus 5% per 5 levels.

#### **Umbral Reflexes (Su)**

At 9th level whenever you are the target of an attack you may spend a blood point as an immediate action to use your Shadow on the Wall ability as long as you are adjacent to an appropriate surface. If you do not have the Shadow on the Wall ability (such as if you have an archetype that replaces your 7th-level bloodline ability) you may still use it as part of this bloodline defense, but not normally, and you exit your shadow form immediately after the attack.

#### **Dagger in the Dark (Ex)**

At 17th level, whenever a creature attacks you while you are in concealment, you count concealment as full concealment, and full concealment gains an additional +10% miss chance.

## **Tempest**

### **Bloodline Spells**

whispering wind (5th), fly (8th), overland flight (11th), control weather (14th)

### **Blood Source**

When you use two move actions to move in a round or use the charge, run, or withdraw actions, you gain 2 blood points.

### **Bloodline Apotheosis**

You count as being the outsider type and air subtype when it would be beneficial to you. You gain immunity to bleed, paralysis, poison, and sleep effects. You also become immune to electricity and precision-based attacks, such as sneak attack. Finally, you automatically succeed on all Fly checks and all your movement speeds double (before applying the effect of zephyr step).

### **Bloodline Powers**

#### **Zephyr Step (Su)**

Once per round you may spend 1 blood point as a move action to move up to 10 feet plus 5 feet per level to any location you can see. You can pass through any hole or space air can pass through, but not air-tight barriers. This movement does not provoke attacks of opportunity count as moving for the purpose of gaining blood points. In addition, all your movement speeds increase by 10 feet. This stacks with fast movement. At 10th level you may spend an additional blood point to use this ability as a swift action.

#### **Wind Rider (Su)**

Starting at 7th level you gain a fly speed of 20 feet (perfect), but unless you have at least one blood point you must end your turn on a solid surface or fall. Your bonus to movement speeds from zephyr step does not apply to this fly speed. You may use your Constitution modifier instead of your Dexterity modifier to calculate your Fly bonus. You also ignore the penalties to Acrobatics and Fly and the chance of being checked or blown away by wind. Starting at 14th level your speed increases to your land speed (including the bonus from zephyr step) and you need not end your turn on a solid surface even if you have no blood points.

#### **By Wind and Storm (Su)**

At 13th level you may spend 2 blood points as a standard action to move in a straight line to any point within medium range (100 feet + 10 feet per level). You may pass through squares occupied by creatures or objects. Any creatures or objects in your path take 1d6 damage per legendary bloodrager level (Reflex half). Half of this damage is electricity and half is sonic. If you attempt to move through an object larger than you and the damage fails to break it you stop in the nearest unoccupied square and are staggered until the end of your next turn. If you are outside and in a thunderstorm you may use this ability without spending blood points and the range increases to 1 mile (up to the extent of the thunderstorm).

#### **Cyclonic Shuffle (Su)**

At 19th level, as a standard action you may spend 2 blood points choose a number of creatures within medium range (100 feet + 10 feet per level) up to your Constitution modifier. You may move each of them in a straight line to a location you can see up to 50 feet from their starting position. A successful Reflex save negates this movement. This movement does not provoke attacks of opportunity unless you spend an additional blood point.

### **Bloodline Defenses**

#### **Stormchild (Ex)**

At 2nd level, you gain a +4 bonus to saving throws, skill checks, armor class, and CMD against effects and conditions that would move you against your will or prevent you from moving, and electricity resistance. At 4th level, and every 4 levels thereafter, the bonus to saving throws, skill checks, armor class, and CMD increases by 1, and your electricity resistance increases by 5.

#### **Swirling Mantle (Su)**

Starting at 9th level, in any round you spend at least 2 blood points, you gain the effects of cloak of windsAPG until the end of your next turn. The caster level is equal to your legendary bloodrager level. For every additional blood point you spend in the same round, the AC bonus from the effect increases by 2, and the size of creature potentially blown away increases by one size category.

#### **Free as Mountain Winds (Su)**

Starting at 16th level, in any round you spend at least 3 blood points, you gain the effects of freedom of movement until the end of your next turn.

## **Undead**

### **Bloodline Spells**

reaper’s coterie (5th), undead anatomy (8th), vampiric hunger (can target self ) (11th), decollate (14th)

### **Blood Source**

The first time each turn that you gain temporary hit points, you gain 1 blood point.

### **Bloodline Apotheosis**

You count as being of the undead type whenever it would be beneficial. Additionally, you are immune to death effects, disease, paralysis, poison, and sleep effects.

### **Bloodline Powers**

#### **Shamble Onwards**

You gain the Endurance and Diehard feats, and may ignore the Deathless InitiateUC, Deathless Master, Deathless Zealot, and Tenacious Survivor feats other than base attack bonus. Whenever you would take hit point damage, you may spend 1 blood point as an immediate action. If you do, calculate the damage you would take as normal, but you do not actually take the damage until the end of your next turn. Delayed damage cannot be further prevented or resisted.

#### **Drain Vitality**

Beginning at 7th level, whenever you successfully deal damage while in a bloodrage, the target suffers Bleed damage equal to half your class level. This bleed effect cannot stack with itself and ends if the target heals any amount of hit points or is affected by a DC 15 Heal check. This ability can affect even creatures that are normally immune to fortitude saves or bleeding (such as undead or oozes).

#### **Touch of the Lich**

At 13th level, you may spend a blood point to use slay living as a spell-like ability. You may spend 3 blood points to use this ability with a range of Close (25ft + 5ft per two class levels). If this kills the target, you gain temporary hit points equal to twice your legendary bloodrager level.

#### **Miasmic Aura**

At 19th level, enemies that start or end their turns within 10 feet of you suffer damage equal to your class level (no save), and suffer a -4 penalty to saving throws against fear and death effects. If a creature dies within this aura, you benefit as if death knell had been cast on the creature. This ability can be turned on or off as a free action on your turn.

### **Bloodline Defenses**

#### **Born of the Grave**

At 2nd level, you take no penalties from energy drain effects and gain a +2 bonus to Will saves, which increases by +1 at 4th level and every 4 levels thereafter. After 24 hours, any negative levels you suffer are removed automatically without the need for an additional saving throw.

#### **Deadened Flesh**

At 9th level, you gain your choice of DR 5/bludgeoning, DR 5/piercing, or DR 5/slashing. At 14th level, this becomes DR 5/bludgeoning and good, DR 5/piercing and good, or DR 5/slashing and good. At 19th level, it increases to DR 10/bludgeoning and good, DR 10/piercing and good, or DR 10/slashing and good.

#### **Consume Death**

At 16th level, you are healed by both positive and negative energy.

## **Verdant**

### **Bloodline Spells**

barkskin (5th), plant growth (8th), tree stride (11th), liveoak (14th)

### **Blood Source**

When you make a successful combat maneuver check to initiate or maintain a grapple or an opponent fails a combat maneuver check to escape your grapple you gain 1 blood point. You may enter bloodrage immediately upon gaining this blood point.

### **Bloodline Apotheosis**

You count as being the plant type when it would be beneficial to you. Your bonus to saving throws against mind-affecting effects increases to +15. You gain immunity to paralysis, poison, polymorph, sleep effects, and stunning. You also gain immunity to electricity.

### **Bloodline Powers**

#### **Clutching Vines (Su)**

You gain the Improved Grapple feat, even if you don’t meet the prerequisites, and may use any weapon you wish in a grapple. You qualify for any feats with Improved Grapple as a prerequisite as if you had Str 13, Power Attack, and BAB +1. At 6th level you gain the Greater Grapple feat, even if you don’t meet the prerequisites. You may grow or extend two vines as a free action. Normally, they may only be used to retrieve small, stowed objects carried on their persons as a swift action or to perform skill checks normally requiring hands with a -5 penalty. While in a bloodrage, however, you may use them as secondary natural attacks with a reach of 10 feet. They do no damage, but instead the target of the attack takes a -2 penalty to their CMD against your grapple attempts until the end of your next turn. Penalties from multiple attacks stack, up to a maximum penalty of -1 per level (minimum -2). As a swift action you may spend a blood point as a swift action to attempt to initiate a grapple against an enemy suffering from a penalty due to your vine attacks. While your vines are extended you do not take the normal penalty for attempting to grapple a foe without two free hands.

Starting at 5th level, whenever a creature attempts to magically escape a grapple with a teleportation effect while you are bloodraging, you may make a special combat maneuver check against their CMD as an immediate action. If successful, the escape fails and they provoke an attack of opportunity from you. At 10th level, if you make a grapple attempt against a creature under the effect of a freedom of movement spell or similar effect while you are bloodraging, that effect is suppressed for the duration of the grapple.

#### **Favored Terrain (Ex)**

At 7th level, you select two terrains other than urban from the ranger’s favored terrain list and gain this as a favored terrain, as the ranger class feature, except that your bonus to Stealth is equal to +4 rather than +2. At 10th level and every 3 levels thereafter you may select an additional favored terrain, but your bonuses from this ability do not increase as a ranger’s. You also gain climb and swim speeds equal to your base land speed while in your favored terrain, and at 16th level you gain a burrow speed equal to half your base land speed while in your favored terrain.

#### **Tangling Roots (Su)**

At 13th level whenever you are in bloodrage the area within 5 feet of you, plus 5 feet per 3 levels above 16, becomes difficult terrain for your enemies and once at the beginning of your turn as a free action that does not provoke attacks of opportunity you may make a disarm, dirty trick, drag, reposition, or trip combat maneuver against one enemy in this area. Enemies that end their turn in this area must make a Reflex save or become entangled until the end of their next turn.

#### **Treestride (Su)**

At 19th level, you may spend a bloodpoint as a move action while adjacent to a tree, to move to another tree within twice your standard move range. This counts as a teleportation effect, and does not provoke.

### **Bloodline Defenses**

#### **Heartwood (Ex)**

You gain a +2 morale bonus to saving throws against mind-affecting effects, a +4 bonus to saving throws against poison and paralysis, and electricity resistance 5. At 4th level, and every 4 levels thereafter, the bonus to saving throws increases by 1 and your electricity resistance increases by 5.

#### **Giant of the Forest (Ex)**

At 9th level you gain DR 5/slashing. This increases to DR 10/slashing at level 14 and DR 15/slashing at level 19.

#### **Gather Ye Rose Thorns (Su)**

At 16th level you may spend a blood point as an immediate action when struck by a melee attack to grow dagger-like thorns. Your damage reduction from giant of the forest increases by 5 and you deal damage to your attacker as if you had hit them with armor spikes. If this deals damage, they become sickened until the end of their next turn.