Pixel Bloodline (Bloodrager)

**Bonus Feats**: Technologist, Skill Focus, Exotic Weapon Proficiency, Iron Will, Spell Focus, Combat Reflexes

**Bonus Spells**: Enlarge person (7th), Codespeak (10th), Marionette posession(13th), Mages Private Sanctum(16th).

**Bloodline Powers**: While bloodraging, you gain the abilities and immunities of some digital heroes.

**Technomancy (Ex)**

At 1st level, you can cast the spell Technomancy a number of times per day equal to 3+ your Charisma modifier. This ability can be used outside of your blood rage ability.

**Aspect of the Hero (Ex)**

At 4th level, you can choose to take on one of the following aspects when you begin your bloodrage. If it gives a skill that you normally cannot use when blood raging, you can use the skill while bloodraging if you are using that aspect.

*Sonic:* You gain a +10 foot bonus to all forms of land speed. In addition you gain a +4 bonus to acrobatics when trying to roll to avoid an attack.

*Mario:* You gain a +2 bonus to attack and damage rolls when using a hammer. In addition you gain a +4 bonus to acrobatics when jumping.

*Donkey Kong:* Your strength increases by +2. In addition you gain a +10 foot bonus to your range when throwing objects.

*Pacman:* All weapons you touch while bloodraging gain the ghost touch weapon property. In addition when you defeat an enemy whom is incorporeal or on the ethereal plane you heal a number of hit points equal to your charisma modifier.

*Samus:* You gain a +2 bonus to attack rolls and damage with ranged weapons. You gain a +4 bonus to knowledge engineering checks.

*Link:* You gain a +2 bonus to attack and damage rolls with swords. In addition, you gain a +1 bonus to armor class when wielding a shield of any type.

*Snake:* You gain +1d6 sneak attack damage. In addition you gain a +4 bonus to stealth checks.

*Ermac:* You can use Mage Hand at will while blood raging. In addition you gain a fly speed of 20 feet with average maneuverability.

*Batman:* Your unarmed strike damage increases to 1d6. In addition you gain a +4 bonus to disguise checks.

*Charizard:* You gain a fly speed of 30 feet with poor maneuverability. In addition, all natural attacks you make deal 1d6 fire damage.

**Digiportation (Ex)**

At 8th level, you can use the spell treestride a number of times per day equal to 3+your charisma modifier. You use any digital or technological device instead of trees when using this ability. This ability can be used outside of Bloodrage.

**Improved Aspect of the Hero (Ex)**

At 12th level, your aspect of the hero grows stronger. You can now choose two of the options listed, or select the same option twice and gain another ability.

*Sonic:* You are under the effects of a haste spell for the duration of your Bloodrage. In addition, you can move 10 feet when making a 5 foot step.

*Mario:* You gain +2d6 fire damage on all attacks with a hammer. In addition you can cast a swift scorching ray once per bloodrage.

*Donkey Kong:* Your strength increases by another +2, In addition you can take a full round action to make a single attack, if the attack hits it deals double damage and the creature must make a fortitude saving throw DC: 10+ 1/2 Bloodrager level+ Charisma modifier or be knocked back a number of feet equal to the damage dealt.

*Pacman:* Your weapons become bane weapons against any incorporeal or ethereal creatures. In addition, When you make a charge attack your bonus to attack rolls increases by +4.

*Samus:* You are under the effects of a freedom of movement spell for the duration of your bloodrage. In addition, you gain a +2 bonus to attack and damage rolls with any technological weapon.

*Link:* Any sword that you wield is treated as if it had the holy enchantment. In addition, your armor class from your shield increases by +1.

*Snake:* You gain an additional +1d6 sneak attack damage, and you can use the Alchemist's bomb ability as a standard action. This deals 2d6+Charisma modifier damage and deals fire damage. The splash radius is 5 feet.

*Ermac:* Your mage hand ability can be used as a swift action. In addition you can use the spell telekinesis at will.

*Batman:* Your unarmed strikes deal 1d10 damage instead. In addition you never provoke attacks of opportunity when making CMB attacks.

*Charizard:* You can use the spell burning hands at will. In addition you can cast a Maximized fireball spell once during your bloodrage.

**Digital Physiology (Ex)**

At 16th level, You become immune to critical hits and sneak attacks. In addition you gain evasion, however it only applies to technological devices and weapons. Finally you can spend spell slots instead of charges for technology based weaponry and items.

**Greater Aspect of the Hero (Ex)**

At 20th level, you learn to access the full capabilities of a hero. You can now choose three of the options from the first list. Or you can select two from the first list, and one from the second list, so long as it correlates with the first choices. Finally, you can instead to choose the same ability 3 times and gain the below effect.

*Sonic:*  You gain a fly speed of 120 feet with perfect maneuverability. In addition you gain a +4 bonus to bull rush attempts. When you make a successful bull rush attempt, you deal 8d6 damage +Strength modifier.

*Mario:* When making a jump check, double the final result for the jump. In addition you do not need to get a running start to make a jump check. Finally if you make a jump check as a part of a charge, you deal an additional 1d6 damage for every 10 feet you moved (Max +12d6).

*Donkey Kong:* You are effected by an enlarge person spell. Thrown weapons add 1 and 1/2 your strength modifier to damage. As a full round action, you can create a weapon to throw at your enemy. You make an attack roll on every creature in a line equal to the distance of your thrown weapon extending from you. Creatures struck take 6d6+1 and 1/2 strength modifier and must make a reflex saving throw DC: 10+ 1/2 bloodrager levels+ Charisma modifier or be knocked prone.

*Pacman:* You are effected by a Deadly Juggernaut spell. When you make a charge attempt and defeat or kill a creature. You can make another charge attempt at another creature within range, and gain a +4 bonus to the attack and damage rolls against that creature. This continues until you have not defeated a creature, or up to 4 times, whichever comes first.

*Samus:* As a standard action, you can cast delayed blast fireball. Half of the damage dealt by this is force. This can be used up to 3 times per blood rage. In addition, you gain a +2 to attack and damage rolls with ranged weapons and increase the area of effect of area spells and effects by 5 feet.

*Link:* Swords you wield add your Charisma modifier to damage. In addition you add your Charisma modifier to armor class as long as you are wielding a shield. Finally you are effected by a spell turning effect when you activate your bloodrage.

*Snake:* You gain +2d6 sneak attack damage. In addition, your bomb damage increases by +2d6 and you gain a further +6 bonus to stealth checks. Finally, your Digiportation ability can be used with cardboard boxes.

*Ermac:* Your reach increases by 10 feet. In addition, when making a full attack, you can use telekinesis as a swift action and mage hand as a free action at the end of your attacks.

*Batman:* Your unarmed strike damage increases to 3d8. In addition you no longer provoke attacks of opportunity for any reason. Finally you can move 30 feet as an instant action once per blood rage.

*Charizard:* Fire damage you deal bypasses fire immunity and resistance. In addition you can use a maximized, empowered magic missile as a swift action once per round. This deals fire damage.