Bloodrager Bloodlines
When a bloodrager enters a bloodrage, he often takes on a physical transformation influenced by his bloodline and powered by the magic that roils within him. Unless otherwise specified, he gains the effects of his bloodline powers only while in a bloodrage; once the bloodrage ends, all powers from his bloodline immediately cease, and any physical changes the bloodrager underwent revert, restoring him to normal.
Aberrant
There is a taint in your blood that is both alien and bizarre. When you bloodrage, this manifests in peculiar and terrifying ways.
Combat Reflexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will.
Bonus Spells
enlarge person (7th), see invisibility (10th), displacement (13th), black tentacles (16th).
While bloodraging, you gain the abilities and immunities of some aberrations, but show signs of your tainted heritage.
At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.
At 4th level, your limbs elongate; your reach increases by 5 feet.
At 8th level, you become immune to the sickened and nauseated conditions.
At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to negate any critical hit or sneak attack that hits you. The damage is instead rolled normally.
At 16th level, you are immune to disease, exhaustion, fatigue, and poison, and to the staggered condition.
At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1. You have these benefits constantly, even while not bloodraging.
Abyssal
Generations ago, a demon spread its filth into the essence of your bloodline. While it doesn't manifest in all of your kin, in those moments when you're bloodraging, you embody its terrifying presence.
Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power Attack, Toughness.
Bonus Spells
ray of enfeeblement (7th), bull's strength (10th), rage (13th), stoneskin (16th).
The power of the Abyss courses through your veins, causing horrific transformations during your bloodrage.
At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks each deal an amount of damage equal to 1d6 (1d4 if you are Small) + your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.
At 4th level, when entering a bloodrage, you can grow one size category larger than your base size (as enlarge person) even if you aren't humanoid.
At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these resistances increase to 10.
At 12th level, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes –4 instead of –2. At 16th level, this bonus increases by 4 instead. At 20th level, it increases by 6 instead.
At 16th level, when entering a bloodrage you can exude an aura of fire. The aura is a 5-foot burst centered on you, and deals a number of points of fire damage equal to 2d6 + your Constitution modifier to creatures that end their turns within it.
At 20th level, you're immune to electricity and poison. You have these benefits constantly, even while not bloodraging.
Arcane
While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.
Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. (Your bloodrager levels count as fighter levels for the purpose of qualifying for any feats marked with an asterisk [*].) This stacks with any levels in fighter you have.
Bonus Spells
magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th).
When you bloodrage, arcane power transforms you into an arcane juggernaut who can cut down even the most careful caster.
At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.
At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.
At 8th level, when entering a bloodrage, you can apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.
At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster's bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this benefit constantly, even while not bloodraging.
True Arcane Bloodrage
At 16th level, when entering a bloodrage, you can choose one of the following spells and apply its effects to yourself: beast shape IV (choose a creature your size or larger only), form of the dragon I, or transformation. This is in addition to arcane bloodrage and greater arcane bloodrage, and otherwise works as those abilities.
At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity from you within your threatened area, even when they cast defensively. You have this benefit constantly, even while not bloodraging.
Celestial
By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.
Dodge, Improved Initiative, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Weapon Focus.
Bonus Spells
bless (7th), resist energy (10th), heroism (13th), holy smite (16th).
Your bloodline grants a number of resistances and changes your form to something angelic and terrible to behold when you bloodrage.
At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.
At 4th level, you gain resistance 5 to acid and cold. At 12th level, these resistances increase to 10.
At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.
At 12th level, you can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, your fly speed increases to 80 feet.
At 16th level, you gain a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures. In addition, you are affected as if subject to a protection from evil spell. This effect cannot be dispelled.
At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resistance 10 to electricity and fire, as well as a +4 racial bonus on saving throws against poison. You have these benefits constantly, even while not bloodraging.
Destined
Your bloodline is destined for great things. When you bloodrage, you exude a measure of greatness that makes all but the most legendary creatures seem lesser.
Diehard, Endurance, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Weapon Focus.
Bonus Spells
shield (7th), blur (10th), protection from energy (13th), freedom of movement (16th).
Your future greatness grants you the might to strike your enemies in awe-inspiring ways.
At 1st level, as a free action up to three times per day, you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.
At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).
At 8th level, you may reroll an attack roll once during a bloodrage. You must decide to use this ability after the die is rolled, but before the GM reveals the result. You must take the second result, even if it's worse.
Defy Death
At 12th level, once per day when an attack or a spell that deals damage would result in your death, you can attempt a DC 20 Fortitude save. If you succeed, you are instead reduced to 1 hit point; if you succeed and already have 0 hit points or fewer, you instead take no damage.
At 16th level, any critical threats you score are automatically confirmed. Any critical threats made against you are confirmed only if the second roll results in a natural 20 (or if the threat is automatically confirmed).
At 20th level, you gain immunity to paralysis and petrification, as well as to the stunned, dazed, and staggered conditions. You have these benefits constantly, even while not bloodraging.
Draconic
At some point in your family's history, a dragon interbred with your bloodline. Now, the sublime monster's ancient power fuels your bloodrage.