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.