Visualizzazione post con etichetta Bloodrager. Mostra tutti i post
Visualizzazione post con etichetta Bloodrager. Mostra tutti i post

mercoledì 17 giugno 2026

Thriae Bloodrager Bloodline

One of my favored webcomics is Honeybee, by Kyacchan (read it, it’s great!). A while ago I made stats for the two main characters: a druid and… I statted her as a fighter back then, but things have changed and there’s a great turning point right now, so I have to update the character sheet!

Kyacchan, this is for you and thank you for your work.

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Thriae

Every now and then, a thriae queen’s humanoid mate may find the way back to his people before ending his period of service. Intoxicated with merope, he may pass on thriae characteristics that eventually, much later, have a chance of resurfacing in female heirs of his bloodline. When such a warrior bloodrages, she acquires insectlike features and supernatural mental abilities in combat.

Bonus Feats: Alertness, Combat Casting, Combat Reflexes, Dodge, Hover, Lightning Reflexes, Weapon Focus.

Bonus Spells: nauseating dart (7th), sound burst (10th), monstrous physique I (13th), cape of wasps (bees) (16th)

Bloodline Powers: You transform into a humanoid, ruthless, golden-eyed soldier bee when you bloodrage, unleashing the wrath of the hive upon those who would hurt your allies.

Sweet Stinger (Su): While bloodraging, as a standard action you can consume a dose of honey or mead to gain one of several beneficial effects. You can only gain one benefit at the time, and each one can be gained once per day.

Inebriating: You gain the benefits of one among the following barbarian rage powers for the duration of your bloodrage: boasting taunt, good for what ails you, liquid courage, roaring drunk, or staggering drunk. While this ability is in effect, any subsequent doses of honey or mead you consume count as alcoholic drinks for the purpose of the selected rage power; they don’t count as uses of the sweet stinger ability for the day.

Caustic: Instead of consuming the honey or mead, you can apply it to a weapon. If you do, your weapon gains the corrosive quality for 1 round. At 12th level, the effect is treated as corrosive burst.

Rousing: You regain 1d4 rounds of bloodrage. You cannot use this ability if you have not spent any rounds of bloodrage in a day.

Soothing: You regain 1d8 hit points. This increases by another 1d8 points for every 3 bloodragers level you have. You cannot use this ability if your hit points are at their maximum, and cannot regain hit points beyond your maximum.

Hive Resistances (Ex): At 4th level, you gain resistance 5 to sonic and a +2 resistance bonus on saving throws against poison. At 12th level, your sonic resistance increases to 10 and your save bonus against poison increases to +4.

Send Warning (Sp): At 8th level, once per bloodrage, as a standard action you can issue a sending to a group of creatures you designated as part of your “swarm”. You can have a number of “swarm mates” equal to 1 for every 4 bloodrager levels. Designating or changing a swarm mate requires 1 hour of meditation.

Bee Flight (Su): At 12th level, when entering a bloodrage, you can grow insectlike wings from your back, giving you a fly speed of 60 feet with good maneuverability. At 16th level, your fly speed increases to 80 feet.

Poison Tail (Sp): At 16th level, you can cast vengeful stinger three times per day as a spell-like ability with a caster level equal to your character level, except you grow a bee-like tail and your poison causes Strength damage rather than Dexterity damage.

Queen of the Hive (Su): At 20th level, you inherit the powers of a thriae queen. You gain immunity to poison and sonic and resistance 20 to acid. You also gain telepathy in a 60 ft. radius. You have these benefits constantly, even when not bloodraging. Lastly, you can cast find the path once per day.

domenica 14 giugno 2026

Pixie Wildblooded Bloodrager Bloodline

You don’t need to emulate a big strong monster to be fierce!

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Pixie

Your magic resembles that of the tiniest winged fey.

Associated Bloodline: Fey.

Bloodline Spells: greater invisibility (16th).

Bloodline Powers: When you bloodrage, you become a whimsy prankster.

Somniferous Critical (Su): At 1st level, when you confirm a critical hit, the target must succeed at a Will saving throw or fall asleep for a number of rounds equal to ½ your bloodrager level (minimum 1). The DC of this save is equal to 10 + ½ your bloodrager level + your Constitution modifier. This bloodline power replaces confusing critical.

Pixie Wings (Su): At 12th level, you can grow insectlike wings from your back, gaining a fly speed of 60 feet with good maneuverability. At 16th level, your fly speed increases to 80 feet. This bloodline power replaces quickling bloodrage.

sabato 30 agosto 2025

Ghoul Bloodrager Bloodline

Here’s a new conversion for bloodragers of a sorcerer bloodline.

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Ghoul Bloodrager Bloodline

Your connection to the hungering undead transforms you into a creature of blaspheme eagerness when you bloodrage.

Bonus Feats: Bag of Bones, Combat Reflexes, Improved Grapple, Power Attack, Toughness, Warren Digger, Weapon Finesse.

Bonus Spells: chill touch (7th), ghoul touch (10th), siphon might (13th), fear (16th).

Bloodline Powers: The ghoul’s hunger is both your strength and curse, and it’s up to you whether to yield or resist it.

Ghoulish Claws (Su): 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 deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, creatures damaged with your claw attack are paralyzed for 1 round, as the ghoul ability (Fortitude negates). At 8th level, the duration of the paralysis increases to 1d4+1 rounds, and the claws are considered magic weapons for the purpose of overcoming DR.

Leathery Skin (Ex): At 4th level, you gain cold resistance 5 and a +1 natural armor bonus to AC. At 12th level, your cold resistance increases to 10 and natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.

Bite (Su): At 8th level, you gain a bite attack while bloodraging, in addition to your weapon attacks in a round. This is treated as a primary natural attack that deals 1d6 points of damage (1d4 if you are Small) plus your Strength modifier. At 16th level, the damage increases to 1d8 points (1d6 if you are Small).

Earth Crawler (Su): At 12th level, you gain a burrow speed of 30 feet. Additionally, as long as you are surrounded by at least 5 feet of dirt or natural stone on all sides, you gain fast healing 10. You can heal a number of hit points per day equal to 10 × your bloodrager level with this ability.

Ghoulish Disease (Su): At 16th level, your bite attack transmits ghoul fever to a target who does not succeed at a Fortitude save (DC = 10 + ½ your bloodrager level + your Constitution modifier).

Ghoulish Aspect (Su): At 20th level, you become a full ghoul warrior. You no longer feel the need to eat and are immune to hunger (though you are still able to consume flesh if you choose to). You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. You have these benefits constantly, even when not bloodraging. Additionally, while bloodraging, you gain the stench ability with a radius of 10 feet. Creatures that fail their Fortitude saving throws are sickened for 1d6+4 minutes. Use half your bloodrager level instead of half your racial Hit Dice to determine the saving throw DC.

domenica 24 agosto 2025

Bloodrager Archetype: Wildblooded Rager

This had been missing for a very long time! Just a few wild bloodlines for now, but there will be more!

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Wildblooded Rager (Bloodrager Archetype)

A wildblooded rager has a mutated version of a more common bloodline, with some bloodline spells and at least one bloodline power that are different from those of an unmutated bloodline. When creating a wildblooded rager, select an existing bloodline, then select one of the following mutated bloodlines associated with that bloodline. Use the normal bloodline's bonus feats. Use the normal bloodline's bonus spells and bloodline powers, except when the mutated bloodline replaces one of those spells or powers.


Night Hag

You incarnate nightmares and nocturnal fears.

Associated Bloodline: Hag.

Bloodline Spells: ray of enfeeblement (7th), deep slumber (13th).

Bloodline Powers: You can cause dire nightmares to your enemies.

Hag’s Mind (Su): At 4th level, you become immune to fear spells and effects. At 8th level, you also become immune to sleep. This bloodline power replaces hag fortitude.

Coven’s Nightmare (Su): At 16th level, you can cast oneiric horror three times per day as a spell-like ability. You count as a hag for the purposes of joining a coven; the coven must contain at least one hag. This bloodline power replaces covenguard.


Robotic

The nanites in your body are gradually transforming you in a mechanical form.

Associated Bloodline: Nanite.

Bloodline Spells: pellet blast (13th).

Bloodline Powers: You can transform your body into a deadly weapon when you bloodrage.

Hand Blades (Su): At 1st level, your unarmed strikes deal 1d6 slashing damage (1d4 if you are Small) plus your Strength modifier while you bloodrage. At 4th level, your unarmed strikes 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, they become corrosive weapons, which deal an additional 1d6 points of acid damage on a hit. This bloodline power replaces nanite strike.

Constructed (Ex): At 4th level, while bloodraging, you count as both a humanoid and a construct for the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons). You gain a +2 bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. At 8th level, these bonuses increase to +4. If you have the constructed racial trait, the bonuses granted by that trait stack with these. This bloodline power replaces auto mending.

Arm of Darkness (Su): At 12th level, once per day, you can transform one of your arms into an implanted cybertech weapon while you bloodrage. You are considered proficient with this weapon. If the implanted weapon is technological, it is considered fully charged. If you transform your arm into a two–handed weapon (like a chainsaw), it needs the help of your other hand to be used in combat. At 16th level, you can use this power twice per day. This bloodline power replaces nanite transformation.


Satyr

Your powers come from song, wine, and the reckless chaos of the Dionysian courts.

Associated Bloodline: Fey.

Bloodline Spells: sleep (7th), fear (16th).

Bloodline Powers: You gain some attacks and powers of your satyr ancestor.

Horns (Su): At 1st level, you grow horns while bloodraging. These horns are treated as a natural weapon, granting you a gore attack. This is considered a primary attack, or a secondary attack if you’re wielding manufactured weapons, and deals 1d6 points of damage (1d4 if you are Small) plus your Strength modifier. At 4th level, your horns are considered a magic weapon for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, your horns are treated as a bewildering weapon. This bloodline power replaces confusing critical.

Drunken Bloodrage (Sp): At 12th level, while you are bloodraging you are treated as if you are under the effects of free spirit. This bloodline power replaces quickling bloodrage.


Stheno

The blood of mythic, snake-tailed medusae fuels your rage.

Associated Bloodline: Medusa.

Bloodline Spells: summon swarm (snake swarm) (10th), sword to snake (16th).

Bloodline Powers: When you bloodrage, you take on the traits of a constricting snake.

Vicious Tail (Ex): At 12th level, while bloodraging, your lower body transforms into a serpent’s tail, granting you a tail slap attack. This is considered a secondary attack and deals 1d6 points of damage (1d4 if you are Small) plus your Strength modifier, and also grants you immunity to trip attacks and the grab and constrict universal monster abilities. Your constrict attack deals the same damage as your tail slap. This bloodline power replaces viper’s touch.

Serpentine Resistance (Su): At 16th level, you gain acid resistance 10 and are immune to curses, exhaustion, fatigue, poison, and the grappled condition. You also cannot be flanked. This bloodline power replaces stone resistance.

domenica 27 luglio 2025

New Bloodrager Bloodline: Nanite

Another conversion of an existing sorcerer bloodline for bloodragers.

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Nanite

You are either an artificial life form, or were otherwise infected by nanites which now course through your blood.


Bonus Feats: Blind-Fight, Combat Expertise, Dodge, Exotic Weapon Proficiency, Improved Disarm, Lightning Reflexes.


Bonus Spells: long arm (7th), defensive shock (10th), haste (13th), stoneskin (16th).


Bloodline Powers: The nanites in your blood allow you to increase your physical abilities and resistance.


Nanite Strike (Su): At 1st level, when you bloodrage, the nanites in your bloodstream flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison—injury; save Fort DC 10 + ½ your bloodrager level + your Con modifier; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save).

At 4th level, weapons you use with this ability are treated as magical for the purposes of overcoming DR, and the poison also deals 1 point of Constitution damage. At 8th level, the damage increases to 1d2 points of Constitution damage and 1d2 points of Strength damage. At 12th level, the cure becomes two successful saves.


Auto Mending (Ex): At 4th level, once per bloodrage when you are reduced to 25% of your hit points or less, you can heal yourself for a number of hit points equal to twice your hit dice. This ability does not require an action.


Nanite Surge (Ex): At 8th level, once per day as an immediate action, you can cause your nanites to surge, granting you a bonus equal to 3 + your bloodrager level on any one d20 roll; this ability must be activated before the roll is made. If you already possess the nanite surge ability from another source (such as from being an android), you can use your nanite surge an additional time per day.

At 12th level, you can use this ability an additional time per day.


Nanite Transformation (Su): At 12th level, once per bloodrage, you can cast either legendary proportions  or swarm skin on yourself as a spell-like ability with a caster level equal to your class level. If you cast swarm skin, you cannot split into more than one contiguous swarm, and you don’t leave your gear behind when using this ability.


Distributed Body (Ex): At 16th level, anytime you are struck by a critical hit or a sneak attack, there is a 25% chance that your nanites scatter and reincorporate around the attack, negating the extra damage and causing the attack to deal damage as normal instead.


Living Swarm (Su): At 20th level, you and the machines within you become one. Your nanites consume and replicate your body, allowing swift and radical physical alterations with little more than a thought. You become immune to bleed effects, diseases, and poisons, and gain DR 5/—. You also can assume the swarm shape from the nanite transformation power at will. You have these benefits constantly, not only when bloodraging.

mercoledì 26 febbraio 2025

Klaus Gwinter, Level 20

NOW on The Bardess’ Library #5!

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Klaus Gwinter, the Steel Orphan CR 25

Human bloodrager 10/dragon disciple 10 (Dragon Harbinger)/champion 10

LN Medium humanoid (human)

Init +14, amazing initiative; Senses blindsense 60 ft., darkvision 10 ft., low-light vision; Perception +28


Defense

AC 38, touch 20, flat-footed 33 (+9 armor, +5 deflection, +4 Dex, +1 dodge, +3 natural, +6 shield); +4 natural while bloodraging, +4 deflection vs. attacks of opportunity provoked by moving through or out of a threatened area or by casting a spell while bloodraging (magic boots)

hp 354 (10d10+10d12+180+50)

Fort +26, Ref +15, Will+20; +6 Will vs. frightful presence (magic shield), +2 Will when in a bloodrage, +2 vs. spells he or an ally casts (blood sanctuary), +2 Ref vs. effects outside his square (magic shield), +1 trait vs. fear and effect caused by dragons (Draconic Lineage); SR 17 (magic armor)

Defensive Abilities force of will, mythic saves, hard to kill, immortal, improved uncanny dodge, recuperation, to the death, uncanny dodge, unstoppable; DR 2—; Immune acid, paralysis, sleep


Offense

Speed 80 ft., fast movement, impossible speed

Melee +5 dancing dragon bane longsword +37/+32/+27/+22, +39/+34/+29/+24 (1d8+15, +2d6 vs. dragons,  19-20)

Ranged +1 composite shortbow +25/+11/+6 (1d6+6/x3)

Special Attacks bite +37 (1d6+18), bloodrage 42 rounds/day, breath weapon 4/day (60 ft. line, 20d6 acid damage, DC 27), 2 claws +39 (1d8+12, +1d6 acid, magic), flash of rage, fleet charge, legendary champion, mythic power 23/day, mythic presence, mythic rage, shatter spells, surge +1d12, sweeping strike, tail +35 (1d6+18 +1d6 acid), tear apart, titan’s rage, 2 wing buffets +35 (1d4+6 +1d4 acid)

Spell-Like Abilities (CL 20th, concentration +26)

2/day- form of the dragon II (steel dragon only)

Bloodrager Spells Known (CL 7th, concentration +13)

3rd Level (2/day)- draconic reservoir, tail strike

2nd Level (2/day)- acid arrow, blood armor, pouncing fury, resist energyB, sonic scream (DC 18)

1st Level (3/day)- break, cause fear (DC 17), mage armor, magic weapon, shieldB, true strike

Bloodline Draconic (steel)


Statistics

Str 30, Dex 19, Con 24, Int 22, Wis 21, Cha 23

Base Atk +20; CMB +30; CMD 44

Traits Draconic Destiny, Draconic Lineage

Feats Blind-Fight*, Cleave*, Dodge, Draconic ManifestationM * (9 rounds/day), Draconic Tail, Draconic Wing Buffet, Eschew Materials*, Extra RageM, Great Fortitude*, Iron Will, Multiattack, Power Attack*, Raging Vitality, Recovered Rage, ToughnessM*, Weapon FocusM (longsword), Weapon FocusM (claws)

Skills Acrobatics +17, Climb +23, Escape Artist +27, Fly +27, Intimidate +29, Knowledge (arcana) +29, Perception +28, Survival +28

Languages Auran, Common, Dwarven, Draconic, Elven, Gnome, Halfling

SQ blood casting, blood of dragons, draconic heritage, dragon wings (90 ft., good), dragon form, legendary hero, mythic sustenance

Gear amulet of mighty fists +5 (100,000 gp), belt of physical perfection +6 (144,000 gp), bloodrager’s kit (9 gp), boots of swift fury (7,500 gp), cloak of quick reflexes +5/+6 (37,500 gp), headband of mental superiority +6 (144,000 gp), +5 dancing dragon bane longsword (200,315 gp), ring of protection +5 (50,000 gp), +5 poisoning spell resistance 17 dragonhide armor (100,270 gp), scaled sash (black) (73,000 gp), +1 composite shortbow (3,075 gp) with 20 arrows (1 gp), wyrmslayer’s shield (20,170 gp), 150 gp