ブラッドレイジャー

ブラッドレイジャーの血脈 Bloodrager Bloodlines

Aquatic Aquatic Bloodline

出典 Aquatic Adventures 51ページ

The anger in your blood rises from the ocean depths, seeded by descent from undersea empires, creeping ichthyic infiltrators into remote seaside villages, or something deeper still.

ボーナス特技Aquadynamic Focus, Dodge, Lightning Reflexes, Mobility, Skill Focus(Fly), Steam Spell, and Toughness.

ボーナス呪文hydraulic push(7th), slipstream(10th), hydraulic torrent(13th), control water(16th)

血脈の力::

Underwater Attacks(超常)Underwater Attacks:At 1st level, your bludgeoning and slashing melee attacks underwater ignore the usual underwater penalties(see page 44).

Aquatic Adaptation(変則)Aquatic Adaptation:At 4th level, you gain a swim speed of 30 feet and the ability to breathe both underwater and in air. At 8th level, you gain cold resistance 5. At 12th level, your swim speed increases to 60 feet, and you have the 4thlevel benefits of aquatic adaptation constantly, even when not in bloodrage(but not the 8th- and 12th-level benefits).

Watersense(変則)/Watersense:At 8th level, you gain tremorsense with a range of 30 feet in water. At 12th level, you instead gain tremorsense with a range of 60 feet when in water.

Wavedarter(擬呪超常)/Wavedarter:At 12th level, your bloodrage directs the flow of water to assist you in battle. While underwater, your reach increases by 5 feet and you gain the effects of haste.

Currentcaller(超常)/Currentcaller:At 16th level, as a swift action up to three times per day when underwater, at the start of your turn you can call up a current with a speed up to 20 feet in the direction of your choice in your space(moving with you) that lasts until the end of your turn.

Deep Fury(超常)/Deep Fury:At 20th level, you gain tremorsense 120 feet in water, as well as evasion and immunity to cold and pressure damage. You have these benefits constantly, even when not in bloodrage.

Black Blood Black Blood Bloodline

出典 Advanced Class Origins 8ページ

Contact with the black blood of Orv—by you or one of your ancestors—transformed your bloodline. This necromantic taint in your blood mutates you into something peculiar.

ボーナス特技Combat Reflexes, Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Toughness.

ボーナス呪文chill touch(7th), unshakable chill(10th), elemental aura(13th), black tentacles(16th)

血脈の力The insidious magic of black blood grants you profane powers and hideous resistances.

Black Blood(超常)Black Blood:At 1st level, your blood runs black with the blood of Orv. You are immune to the effects(both beneficial and destructive) of black blood. You have this benefit constantly, even while not bloodraging. When you take damage from a slashing or piercing attack while bloodraging, as an immediate action you can grant your melee attacks the frost weapon special ability for 2 rounds. You can use this ability three times per day.

Abnormal Reach(超常)/Abnormal Reach:At 4th level, the black blood pumping within you twists and elongates your limbs. Your reach increases by 5 feet.

Black Blood Resistance(超常)Black Blood Resistance:At 8th level, you gain resistance 5 to cold and a +2 bonus on saving throws against ability drain, death effects, disease, energy drain, paralysis, and poison. At 16th level, this resistance increases to 10 and the saving throw bonus increases to +4.

Retributive Spray(超常)/Retributive Spray:At 12th level, whenever you’re hit by an attack or spell that deals slashing or piercing damage, your black blood sprays up to 10 feet toward the opponent who attacked you, striking the first creature along its path. That creature takes 1d8 points of cold damage + 1 point of cold damage for every 2 bloodrager levels you possess. A successful Reflex save(難易度 = 10 + 1/2 your bloodrager level + your Constitution modifier) halves the damage.

Black Blood Transfusion(超常)Black Blood Transfusion:At 16th level, when you confirm a critical hit, some of your black blood seeps into the target’s wounds. The next time the target would be healed by positive energy, the healing burns away the black blood and ends this effect, providing no other benefit. This ability is not effective against creatures that have no blood. The black blood transfusion persists until it negates one positive energy healing effect, but it can be removed sooner with a successful 難易度 25 Heal check.

Black Blood Immunity(超常)Black Blood Immunity:At 20th level, you gain immunity to cold, nonlethal damage, critical hits, and sneak attacks. You have this benefit constantly, even when not bloodraging.

Black Blood of Orv

Black blood wells from the walls of a singular vault deep in Orv, a region known quite aptly as the Land of Black Blood. This noxious fluid repulses and freezes all natural life, although certain creatures like aberrations, undead, and black-blooded oracles possess an uncanny immunity to its effects. Any other creature that comes into contact with black blood takes 1d6 points of cold damage—10d6 points of cold damage per round if fully immersed.

Although black blood isn’t itself inherently evil, a pint of black blood can be used as unholy water. A spellcaster who consumes a dose of black blood casts all necromantic spells at +1 caster level for the next 10 minutes, but takes 3d6 points of cold damage and 1 point of Constitution damage by drinking the stuff. Normally, a dose of black blood becomes inert an hour after being harvested from the source in the Land of Black Blood, losing all mystical properties. Gentle repose can preserve up to 1 gallon of black blood’s magical properties for increased lengths of time, but no other method of stabilizing the stuff has yet been developed. The blood of a black-blooded oracle is diluted and does not have the properties of full-strength black blood.

Hag Hag Bloodline

出典 Blood of the Coven 27ページ

Hags interbreed with other races frequently, and those children who escape their grasp may pass their heritage on to later generations before it reemerges. The potent humors that accompany hag blood are better suited to a bloodrager’s ferocity than to traditional spellcasting.

ボーナス特技Blind-Fight, Deceitful, Great Fortitude, Improved Natural Attack, Intimidating Prowess, Mother’s Gift.

ボーナス呪文chill touch(7th), blindness/deafness(10th), bestow curse(13th), charm monster(16th)

血脈の力While bloodraging, you manifest the physical power and arcane corruption of your hag ancestor.

Evil Eye(超常)/Evil Eye:At 1st level, you can curse an opponent with a wicked glance. As a standard action, you can afflict one target within 30 feet that you can see, causing it to take a –2 penalty to アーマー・クラス and on attack rolls for 1 round per class level or until the target hits you with an attack. The target can negate this effect with a successful Will saving throw(難易度 = 10 + half your bloodrager level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Hag Fortitude(超常)Hag Fortitude:At 4th level, you become immune to mundane and magical diseases. At 8th level, you also become immune to poison.

Hag Transformation(超常)Hag Transformation:At 12th level, your form grows more twisted and powerful while bloodraging, but clumsy, blind aggression clouds your mind. Your morale bonus to Strength increases by 2, and you gain low-light vision and darkvision(60 feet), but you take a –2 penalty to both Dexterity and Wisdom for the duration of your bloodrage. At 16th level, you apply your morale bonus on Will saving throws while bloodraging to Fortitude and Reflex saving throws against spells and spell-like abilities.

Covenguard(超常)/Covenguard:At 16th level, you can cast bestow curse 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.

Curse Conduit(超常)/Curse Conduit:At 20th level, you gain immunity to negative energy damage and all spells with the curse descriptor. Whenever you confirm a critical hit with a melee weapon, you can immediately target your opponent with a bestow curse spell or spell-like ability as a free action.

Kyton Kyton Bloodline

出典 Advanced Class Origins 9ページ

In the shadowy land of Nidal, the influence of Zon-Kuthon and the Midnight Lord’s favored servants—the kytons— taints the land and its inhabitants. Just as an eclipse drives animals wild, so too does the darkness unleash a madness from deep within you.

ボーナス特技Alertness, Blind-Fight, Exotic Weapon Proficiency(spiked chain), Great Fortitude, Improved Dirty Trick, Iron Will, Toughness.

ボーナス呪文persuasive goad(7th), pain strike(10th), deeper darkness(13th), fear(16th)

血脈の力The sadistic power of the kytons flows through you, twisting you into a creature of pain and darkness when you bloodrage.

Painful Strike(超常)/Painful Strike:At 1st level, when you confirm a critical hit, the target is sickened for a number of rounds equal to 1/2 your bloodrager level(minimum 1). During this time, the creature must succeed at a concentration check(難易度 = 15 + the spell’s level) in order to cast a spell.

Grasping Chains(超常)/Grasping Chains:At 4th level, chains cover your body and extend from your arms, grasping at the air around you and granting you a +4 bonus on Climb skill checks. At 9th level, this bonus increases to +8 and you gain a Climb speed equal to 1/2 your base speed.

Armor of Chains(超常)/Armor of Chains:At 8th level, you gain resistance 5 to cold and the chains covering your body provide a +4 armor bonus to アーマー・クラス with no armor check penalty, maximum Dexterity bonus, or additional weight. At 16th level, the resistance increases to 10 and the armor bonus increases to +8.

Agony's Embrace(超常)/Agony's Embrace:At 12th level, whenever you’re hit by a critical hit, your morale bonus to Strength from your bloodrage increases by 2 for 1d6 rounds or until your rage ends. The bonus to Strength instead increases by 4 at 16th level and by +6 at 20th level.

Unnerving Gaze(超常)/Unnerving Gaze:At 16th level, your foes begin to see flashes of the faces of dead loved ones when they look at your face. You gain a gaze attack with a range of 30 feet. All foes who fail a Will save(難易度 = 10 + 1/2 your bloodrager level + your Charisma modifier) become shaken for 1d3 rounds.

Kyton Immunities(超常)Kyton Immunities:At 20th level, you gain immunity to cold and ダメージ減少 10/good and silver. You have this benefit constantly, even when not bloodraging.

Martyred Martyred Bloodline

出典 Antihero's Handbook 19ページ

One of your ancestors paid the ultimate price for her beliefs. This distant relative martyred herself out of a devout dedication to some specific cause, and that sacrifice has infused you with power that you can use for good—or for ill. When you bloodrage, an inspiring fury conjures echoes of your forebear’s incredible determination and selfless dedication, both offering you protection and amplifying your ability to punish any who dare incur your wrath.

ボーナス特技Diehard, Endurance, Heroic Defiance, Heroic Recovery, Leadership, Persuasive, Toughness.

ボーナス呪文endure elements(7th), surmount affliction(10th), heroism(13th), blessing of fervor(16th)

血脈の力When you bloodrage, you channel the power of your ancestor’s self-sacrifice to urge yourself and your allies on to greater feats of strength than would otherwise be possible.

Ancestral Strikes(超常)/Ancestral Strikes:At 1st level, three times per day as a swift action, you can imbue your melee attacks with a measure of your ancestor’s power. For 1 round, your melee attacks deal 1d6 additional points of good-aligned damage if you are good, or they deal 1d6 additional points of evil-aligned damage if you are evil. If you are neutral, you must choose which type of damage this ability deals when you choose this bloodline, and the decision cannot be changed later. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this additional damage, and you don’t need to activate this ability.

Martyr's Resistances(超常)/Martyr's Resistances:At 4th level, you gain fire resistance 5 and you gain a +2 bonus on saving throws against fear and pain effects. At 8th level, your fire resistance increases to 10, and the bonus on saving throws against fear and pain effects increases to +4.

Forebear's Reserves(超常)/Forebear's Reserves:At 8th level, you can reroll a saving throw 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.

Ancestral Champion(超常)/Ancestral Champion:At 12th level, when your ancestral strikes target a creature whose alignment is opposite to the type of damage the strikes deal, your ancestral strikes instead deal 2d6 additional points of damage of that type.

Sacrificial Exchange(超常)/Sacrificial Exchange:At 16th level, as a swift action once per day while you are bloodraging, you can take a –2 penalty to Armor Class to grant one ally within 30 feet a +4 morale bonus to one ability score.(This penalty to your アーマー・クラス stacks with the penalty from your bloodrage.) The penalty and bonus last for the duration of your bloodrage. At 20th level, the penalty this ability imposes changes to –4, and the ally’s bonus increases to +6.

Eternal Martyr(超常)/Eternal Martyr:Your ancestor’s sacrifice transcends time and space, keeping you alive when you otherwise shouldn’t be and sanctifying your form. At 20th level, your ancestor’s act of martyrdom infuses your spirit. You become immune to death effects. Material components for spells and effects to bring you back to life(such as raise dead or resurrection) cost half as much as normal. Your body cannot be turned into an undead creature, as though you were affected by a permanent hallow effect(caster level = your bloodrager level). You have these benefits constantly, even while not bloodraging.

Medusa Medusa Bloodline

出典 Heroes of Golarion 16ページ

No magical creature is more iconic in Iblydan lore than the medusa. Perhaps your lineage traces back to a medusa, or an ancestor survived a medusa’s petrifying gaze and was forever changed by the experience. However the medusa’s influence entered your bloodline, when you bloodrage, you gain fearsome and ancient powers.

ボーナス特技Alertness, Blind-Fight, Greater Fortitude, Improved Initiative, Improved Unarmed Strike, Intimidating Prowess, Toughness.

ボーナス呪文cause fear(7th), resist energy(10th), hold person(13th), stoneskin(16th)

血脈の力The cold fury of your cursed rage can freeze others in their tracks.

Gaze(超常)/Gaze:At 1st level, you can harness the power of the medusa through your gaze. As a standard action, choose a creature within your line of sight who is within 30 feet of you. The creature must succeed at a Fortitude saving throw or have its speed halved for a number of rounds equal to your Constitution modifier(minimum 1 round). The 難易度 of this save is equal to 10 + half your bloodrager level + your Constitution modifier.

Gift of the Ancients(超常)/Gift of the Ancients:At 4th level, you gain a +2 resistance bonus on saving throws against gaze attacks and to resist poison. You also gain a +2 competence bonus on Perception checks. At 8th level, these bonuses increase by 2.

Staggering Gaze(超常)/Staggering Gaze:At 8th level, when a creature is affected by your gaze bloodline power, it is staggered in addition to being slowed.

Viper's Touch(超常)/Viper's Touch:At 12th level, you grow two sets of venomous claws resembling the teeth of a serpent. These claws are primary natural attacks that deal 1d8 points of damage(1d6 if you are Small). The claws also gain the following poison ability:Viper’s Venom:Claw—injury; save Fort 難易度 10 + half the bloodrager’s level + the bloodrager’s Constitution modifier; frequency 1/round for 4 rounds; effect 1d3 Str damage; cure 1 save.

Stone Resistance(超常)/Stone Resistance:At 16th level, you gain acid resistance 10 and are immune to disease, poison, and the sickened and staggered conditions. You also cannot be flanked.

True Petrification(超常)/True Petrification:At 20th level, you can use your gaze bloodline ability to permanently turn a creature to stone, as flesh to stone. You can still use the less powerful versions of your gaze if you do not wish to turn the target to stone, but you must declare this at the time of the attack.

Naga Naga Bloodline

出典 Blood of the Beast 16ページ

The blood of the powerful, serpentine aberrations known as nagas runs through your veins, fueling your bloodrage.

ボーナス特技Alertness, Combat Casting, Combat Reflexes, Dodge, Lightning Reflexes, Power Attack, Stealthy.

ボーナス呪文ray of enfeeblement(7th), invisibility(10th), lightning bolt(13th), poison(16th)

血脈の力When you bloodrage, arcane power surges through your body, infusing you with the aberrant power and terrible strength of the nagas.

Serpent Fangs(超常)/Serpent Fangs:At 1st level, you grow serpentine fangs. These fangs are treated as a natural weapon, granting you a bite attack as a primary natural weapon. This attack deals damage equal to 1d8(1d6 if you are Small) + your Strength modifier. At 4th level, your fangs are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d10(1d8 if you are Small) + your Strength modifier.

Serpentine Swim(擬呪)/Serpentine Swim:At 4th level, you can swim sinuously, like a snake. You gain a swim speed equal to your base speed.

Naga Defenses(超常)Naga Defenses:At 8th level, when entering a bloodrage, you gain a +2 enhancement bonus to your natural armor bonus and a +4 bonus on saves against poison. At 16th level, the bonus to your natural armor increases to +4 and the bonus on saves against poison increases to +8. At 20th level, the bonus to your natural armor increases to +6, and you gain immunity to poison.

Poison Fangs(超常)/Poison Fangs:At 12th level, you gain the poison special attack, tied to your bite attack. Your poison is as follows:bite—injury; save Fort 難易度 = 10 + 1/2 your bloodrager level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Naga Form(擬呪)Naga Form:At 16th level, when entering a bloodrage, you can assume the form of a naga(as per naga shape III).

Naga Thoughts(擬呪超常)/Naga Thoughts:At 20th level, when entering a bloodrage, you become immune to charm effects and all forms of mind reading, you gain a +2 bonus on saving throws against other mind-affecting effects, you gain the effects of the spell see invisibility, and you can use detect thoughts at will.

Phoenix Phoenix Bloodline

出典 Pathfinder #144:Midwives to Death 82ページ

One of your ancestors may have witnessed the fiery resurrection of a phoenix or been healed by the grace of this legendary bird. Whatever the case, the flames of the phoenix burn brightly within your soul, filling you with an inextinguishable vitality that can withstand the most harrowing of assaults. When you bloodrage, vibrant energy boils forth from beneath your skin, granting you both the soothing warmth to heal a friend’s wounds and the brutal power to burn flesh from bone. Your rage is an awesome and terrible thing to behold, as the raw power of your untamed life force can allow you to pull yourself back from the grasp of death itself.

ボーナス特技Combat Reflexes, Critical Focus, Diehard, Dodge, Endurance, Improved Initiative, Mobility.

ボーナス呪文burning hands(7th), lesser restoration(10th), cure serious wounds(13th), fire shield(16th)

血脈の力When you bloodrage, you channel the molten fires of the phoenix to sear your foes and fill your allies with an unquenchable vigor.

Dispelling Strikes(超常)/Dispelling Strikes:At 1st level, when you confirm a critical hit against a target, you can also attempt to dispel the target as if you had cast dispel magic as a bloodrager spell and used the targeted dispel function. You can dispel only a single magical effect per use of this ability, and you can use this ability against a particular creature only once per day. At 8th level, you gain a +2 bonus on your dispel check when using this ability. At 20th level, you can attempt to dispel all magical effects on your target when using this ability.

Heart of Fire(超常)/Heart of Fire:At 4th level, you gain fire resistance 5. Whenever you are subjected to a magical healing effect from a cure spell, you regain 1 additional hit point per die rolled. At 8th level, your fire resistance increases to 10, and you regain 2 additional hit points per die rolled when you are healed by a cure spell.

Blazing Vitality(超常)/Blazing Vitality:When tensions run high and your emotions flare, you let forth waves of restorative energy from within. At 8th level, you emit a 10-foot-radius aura of energizing fire while bloodraging. Any ally that ends their turn within this aura gains a number of temporary hit points equal to your Constitution modifier. These temporary hit points last for 1 minute.

Molten Wings(超常)/Molten Wings:At 12th level, when entering a bloodrage you can choose to have wings of flame sprout from your back, giving you a fly speed of 60 feet with average maneuverability. At 16th level, your fly speed increases to 80 feet with good maneuverability.

Self-Resurrection(超常)/Self-Resurrection:From the ashes of your body springs forth new life. At 16th level, once per day when you are reduced below 0 hit points while you are bloodraging, you can call upon the power in your blood to pull yourself back from death. This functions as a breath of life spell cast upon yourself. At 20th level, this instead functions as a heal spell, except that the healing can return you to life as per breath of life, using your bloodrager level as your caster level. Using this ability does not take an action. This ability does not function if your body is completely destroyed by an effect such as disintegrate.

Phoenix Fire(超常)Phoenix Fire:The power of the phoenix brings righteous destruction to any who oppose it. At 20th level, while bloodraging, you gain the following effects:your melee attacks deal an additional 2d6 points of fire damage, any enemies within 20 feet of you must succeed at a Reflex save(難易度 = 10 + 1/2 your bloodrager level + your Constitution modifier) or take 4d6 points of fire damage at the start of their turn, and any creature that attacks you with a natural or non-reach weapon takes 1d6 points of fire damage(no save) with each successful hit.

Salamander Salamander Bloodline

出典 Elemental Master's Handbook 5ページ

Salamanders are fierce warriors and master smiths, and you wield their might and mastery of metal by birthright.

ボーナス特技Cleave, Improved Grapple, Improved Iron Will, Iron Will, Power Attack, Skill Focus(Perception), Toughness.

ボーナス呪文lead blades(7th), make whole(10th), versatile weapon(13th), fire shield(warm only)(16th).

血脈の力When you bloodrage, you gain the form and flame of the salamander and the following powers.

Serpent’s Tail(超常)/Serpent’s Tail:At 1st level, your legs twist together into a slithering serpentine tail. Your speed is reduced by 10 feet(to a minimum of 5 feet), and you can’t be tripped. Your footwear melds into your body and is nonfunctional unless it provides a constant bonus and does not need to be activated. You also gain a tail slap natural attack that deals 1d6 points of damage(1d4 if you are Small) + your Strength modifier. At 4th level, your speed is no longer reduced by 10 feet. At 8th level, your tail slap’s damage increases to 1d8(1d6 if you are Small) + your Strength modifier. At 12th level, your reach with your tail slap increases by 5 feet.

Salamander Scales(変則)Salamander Scales:At 4th level, you gain fire resistance 5 and a +1 natural armor bonus to アーマー・クラス. At 8th level, your fire resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your fire resistance increases to 20 and your natural armor bonus increases to +3.

Bloodsmith(超常)/Bloodsmith:At 8th level, when entering a bloodrage, you can choose one manufactured weapon you wield, shield you wield, or piece of armor you wear to gain the benefit of greater magic weapon(weapon) or magic vestment(shield or armor). The caster level of this effect is equal to your bloodrager level, and its effects end when your bloodrage ends or when you no longer wear or wield the weapon, shield, or armor.

Scorching Heat(超常)/Scorching Heat:At 12th level, your weapons conduct heat. You deal 1d6 additional points of fire damage with natural weapons and melee attacks made with metal weapons. You also deal 2d6 points of fire damage per round to any creature you grapple. This does not damage your equipment.

Master Bloodsmith(超常)/Master Bloodsmith:At 16th level, you can affect up to two items simultaneously with your bloodsmith bloodline power. At 20th level, you can affect up to three items.

Essence of Fire(変則)/Essence of Fire:At 20th level, you become immune to fire damage. In addition, your bloodrager damage reduction increases by 5. If you don’t have bloodrager damage reduction, you gain ダメージ減少 10/magic instead. You have these benefits constantly, even while you are not bloodraging.

Shadow Shadow Bloodline

出典 Blood of Shadows 16ページ

Because of your heritage, you can move and see through shadows as if you are part of them. Your fury absorbs light, warmth, and strength.

ボーナス特技Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes, Quick Draw, Step Up.

ボーナス呪文ray of enfeeblement(7th), darkvision(10th), deeper darkness(13th), shadow conjuration(16th)

血脈の力Your bloodline gives you powers over light and darkness.

Shadow Vision(超常)Shadow Vision:While bloodraging, you gain low-light vision if you don’t already have it. If you already have low-light vision, you gain darkvision to a distance of 30 feet. At 10th level, you gain darkvision with a range of 30 feet, or add 30 feet to the range of your darkvision if you already have it.

Shades of Rage(超常)/Shades of Rage:At 4th level, whenever you enter a bloodrage, the light level within 30 feet of you decreases by one step. Natural light is always affected, but magical illumination dispels this ability if the caster of the light effect succeeds at a caster level check against a 難易度 equal to 10 + your class level.

Strength of Shadows(超常)/Strength of Shadows:At 8th level, you gain cold resistance 10. Your melee attacks deal additional cold damage equal to the critical multiplier of the weapon you use. At 13th level, your cold resistance increases to 20. At 18th level, you become immune to cold damage.

Strike Through Shadow(超常)/Strike Through ShadowAt 12th level, you can declare a single melee attack as a strike through shadow. This attack moves through its target’s shadow and strikes from below or inside its armor. You make this attack against the target’s touch アーマー・クラス. You can use this ability once per day, plus an additional time per day each at 15th and 18th levels.

Shadow Door(超常)Shadow Door:At 16th level, you can take any part of your movement through shadows, teleporting to another location within 60 feet. This ability functions as dimension door, except you can’t use shadow door in brightly lit areas. You can teleport in this manner a total of 10 feet per class level each day.

Shadow Warrior(超常)Shadow Warrior:At 20th level, you become shadow and fury personified. You see perfectly in natural and magical darkness. Whenever you deal hit point damage with a spell or attack, you also deal 2 points of Strength damage to each creature that took damage.

Shapechanger Shapechanger Bloodline

出典 Legacy of the First World 20ページ

The blood of doppelgangers, faceless stalkers, lycanthropes, or other shapechangers courses through your veins.

ボーナス特技Dodge, Fleet, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Power Attack, Weapon Focus.

ボーナス呪文enlarge person(7th), alter self(10th), fly(13th), stoneskin(16th)

血脈の力Transformative powers in your blood emerge when you bloodrage.

Shifting Aspect(超常)/Shifting Aspect:At 1st level, you gain the benefit of the Aspect of the Beast feat while bloodraging. As part of the action to enter a bloodrage, you can choose any one of the four manifestations to affect you for the duration of your bloodrage.

Spontaneous Change(擬呪)/Spontaneous Change:At 4th level, when entering a bloodrage, you can cast a transmutation spell that affects only you as a swift action, provided that the spell’s normal casting time is 1 round or shorter. The spell lasts for as long as you continue bloodraging, regardless of the spell’s normal duration. You can use this ability only to cast bloodrager spells you know.

Evolving Aspect(超常)/Evolving Aspect:At 8th level, you gain Aspect of the Beast as a bonus feat even if you don’t meet the prerequisites. As normal for the feat, you must choose one of the manifestations, and you gain its benefits even while not bloodraging. When you enter a bloodrage, you can choose a second manifestation to affect you simultaneously for the duration of your bloodrage.

Beastskin(超常)/Beastskin:At 12th level, when entering a bloodrage, you can cause your skin to grow thicker and more bestial. Your damage reduction from your bloodrager levels increases by 2, but it can be bypassed with silver weapons. Your natural attacks(including unarmed strikes) are then treated as silver for the purpose of overcoming damage reduction.

Shed Skin(超常)/Shed Skin:At 16th level, when your bloodrage ends, you can choose one spell or spell-like ability affecting you and attempt to shake it off as an immediate action. Attempt a dispel check(1d20 + your bloodrager level) as if you were casting dispel magic. If you succeed, the effect is dispelled.

True Shapechanger(超常)/True ShapechangerAt 20th level, you are immune to all transmutation spells and effects unless you are a willing target. You can also use greater polymorph at will as a spell-like ability with a caster level equal to your bloodrager level targeting only yourself. These effects function even while you’re not bloodraging.

Sphinx Sphinx Bloodline

出典 Heroes of Golarion 23ページ

Those who successfully traded riddles with sphinxes sometimes find themselves or their descendants exhibiting both arcane power and violent fury. These bloodragers find being outwitted or outmaneuvered especially infuriating; though they are usually scholarly and erudite, their fits of frenzied rage are all the more terrifying in comparison.

ボーナス特技Alertness, Combat Casting, Dazzling Display, Improved Critical, Iron Will, Rending Fury, Skill Focus(Intimidate), Voice of the Sibyl.

ボーナス呪文divine favor(7th), touch of idiocy(10th), searing light(13th), bestow curse(16th)

血脈の力You gain the ruthless claws and implacable voice of the sphinx while bloodraging.

Claws(超常)/Claws: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, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points(1d6 if you are Small). At 12th level, the critical threat range for these claws increases to 19–20.

Roar(超常)/Roar:At 4th level, the bloodrager learns the secrets of the sphinx’s roar. He can roar as a standard action a number of times per day equal to 3 + his Charisma modifier. Enemies within 60 feet of the bloodrager that can hear the roar must succeed at a Will save(難易度 = 10 + half the bloodrager’s character level + his Charisma modifier) or become frightened for 1d6 rounds. At 10th level, the bloodrager can instead cause the targets to be panicked or stunned(bloodrager’s choice) and deafened for the duration; at 16th level, the bloodrager can instead cause the targets to be paralyzed for 1 round. Whether or not the save is successful, a creature cannot be the target of the bloodrager’s roar again for 24 hours.

Desert Fortitude(超常)/Desert Fortitude:At 8th level, you gain resistance 5 to electricity and fire. In addition, you gain endure elements as a constant spell-like ability and a +2 competence bonus on saves against arcane spells. At 16th level, your resistance to electricity and fire increases to 10.

Rending Rage(超常)/Rending Rage:At 12th level, you gain a rend attack, as the universal monster rule, that deals extra damage equal to 2d4 + 1-1/2 times your Strength modifier. At 18th level, this damage increases to 2d6 + 1-1/2 times your Strength modifier.

Master of Mysteries(超常)/Master of Mysteries:At 16th level, you can cast either maze or symbol of insanity once per day as a spell-like ability, with a caster level equal to your character level. You also gain spell resistance equal to 11 + your level.

Final Riddle(超常)/Final Riddle:At 20th level, you gain immunity to fire and electricity and ignore environmental penalties due to temperature. Your competence bonus on saving throws against arcane spells increases to +6. You have these benefits constantly, even while not raging.

Vestige Vestige Bloodline

出典 Blood of the Ancients 4ページ

You are the descendant of great heroes from a lost civilization.

ボーナス特技Combat Casting, Exotic Weapon Proficiency, Greater Weapon Focus*, Greater Weapon Specialization*, Iron Will, Weapon Focus, Weapon Specialization*.(The bloodrager counts his total bloodrager levels as fighter levels for the purpose of qualifying for any feats marked with an asterisk [*]. If he also has levels in fighter, these levels stack.)

ボーナス呪文true strike(7th), false life(10th), phantom steed(13th), mass enlarge person(16th).

血脈の力When you bloodrage, you transform into an ancestor or another notable figure from a lost civilization.

Warrior’s Discipline(超常)/Warrior’s Discipline:At 1st level, you tap into untold generations of battle experience to control your battle fury. As a swift action, you can halve any morale bonuses gained from bloodrage to be able to use Intelligence- or Charisma-based skills, or any abilities requiring patience or concentration. This effect lasts for 1 round.

Ancient Tactics(超常)/Ancient Tactics:At 4th level, while you are bloodraging, whenever you or an ally within 30 feet of you would gain a bonus on attack rolls or to アーマー・クラス due to battlefield position(such as flanking or cover), that bonus is increased by 1. Allies must be able to see and hear you to gain this bonus. You can expend a spell slot as an immediate action to further increase this bonus by 1 per level of the spell slot expended until the beginning of your next turn.

Legacy Style(超常)/Legacy Style:At 8th level, select any one style feat. You can use this style feat while bloodraging; however, if you do not meet all of the style feat’s prerequisites, you must expend a spell slot when entering the style’s stance, and the benefits last for only 1 round per level of the spell slot expended or for the duration of your bloodrage, whichever is shorter. If you already have this style feat, you can enter the style’s stance as part of the free action to bloodrage.

War’s Memory(擬呪)/War’s Memory:At 12th level, you can manifest an illusion of an ancestor’s bloody battlefield once per day. This functions as hallucinatory terrain, except it can create only battlefields drawn from a civilization’s past, and the effect ends when your bloodrage ends. The saving throw to disbelieve is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The horrifying scene causes creatures within the area of effect to take a –2 penalty on saves versus fear effects until they disbelieve the illusion. If a creature fails the Will save to disbelieve the illusion, it gains the shaken condition until your bloodrage ends, or until it leaves the area of effect. This is an illusion(glamer) and fear effect.

Legacy Conduit(超常)/Legacy Conduit:At 16th level, when using the legacy style bloodline power, you can expend a spell slot as a swift action to share the benefits of the selected style feat with all allies within 30 feet. The benefits last for 1 round per level of the spell slot expended. Allies must still enter the style’s stance as a swift action.

Call to Arms(超常)/Call to Arms:At 20th level, you can summon a ghostly army from a fallen civilization once per day. This functions as spiritual ally with a caster level equal to your level, except that it summons a number of allies equal to your Constitution modifier, and the allies use your Strength modifier for attack rolls. You can direct all of these allies with a single swift action. Each ally can attack a different target or the same target, as you direct. The allies remain until the spell’s duration ends or your bloodrage ends, whichever comes first.


血脈変異ソーサラーおよびブラッドレイジャーBloodline Mutations

出典 Magic Tactics Toolbox 10ページ

似たような複数の秘術血脈が継承される場合には共通する特質が受け継がれていくものであるが、ある血脈ブラッドレイジャーソーサラーの血統の中に紛れ込む特殊な状況によっては、血脈変異と呼ばれる、取り分けて奇妙な、あるいは珍しい血脈の力が現れることがある。ブラッドレイジャーソーサラーが新しい血脈の力を得るたびに、その血脈の力をその前提条件を満たす血脈突然変異と置き換えることができる。一旦この選択を行えば、変更する事はできず、また、ブラッドレイジャーソーサラーは、アーキタイプにより変更されたり置き換えられた血脈の力血脈変異に置き換えることはできない。ブラッドレイジャー血脈変異を使うために“血の激怒”を使用する必要はない。

あるいは、ブラッドレイジャーソーサラー血脈ボーナス特技の代わりに血脈変異を選択することもできるが、そのクラス・レベルがその血脈変異通常置き換えている血脈の力レベル以上である必要がある。

血潮の豪乱 Blood Havoc

術者がダメージを与えるブラッドレイジャー呪文ソーサラー呪文を発動する場合、ダイス・ロール毎に1点のダメージを加える。この効果は、《呪文熟練》で指定した系統に属する、または術者の血脈血脈呪文から得られる、ダメージ呪文にのみ適用される。この能は、ソーサラー1レベル血脈の力か、ブラッドレイジャー4レベル血脈の力を置き換える。

血潮の激烈 Blood Intensity

術者がダメージを与えるブラッドレイジャー呪文ソーサラー呪文を発動するたびに、術者はその呪文ダメージ・ダイスの最大数を、術者の【筋力】または【魅力】修正値のいずれか高い方の値だけ増やすことができる。それ以外の点では、これは《呪文ダメージ激化》UM特技と同じように機能し、効果累積しない。術者はこの能を1日1回、3レベルに使用することができ、3レベルを超える4術者レベル毎に1日1回追加で使用することができるようになり、最大で19レベルの1日5回まで使用することができる。この能は、ソーサラー3レベル血脈の力またはブラッドレイジャー8レベル血脈の力を置き換える。

血潮の貫通力 Blood Piercing

術者がダメージを与えるブラッドレイジャー呪文ソーサラー呪文を発動した場合、その呪文響を受けたクリーチャー呪文効果に対するエネルギー抵抗呪文抵抗を、あなたの【筋力】または【魅力】修正値のいずれか高い方に等しい値だけ減少させる。術者はこの能4レベルで1日1回、3レベルを超える5術者レベルごとに1日1回追加で使用でき、最大で18レベルでの1日4回まで使用できる。この能は、ソーサラー9レベル血脈の力またはブラッドレイジャー4レベル血脈の力に置き換わる。


ブラッドレイジャーの‌アー‌キ‌タ‌イ‌プ‌ ‌Bloodrager ‌Archetypes‌ ‌

‌Ancestral Harbinger‌ ‌Ancestral Harbinger‌ ‌

‌出‌典‌‌ ‌Monster‌ ‌Hunter's‌ ‌Handbook‌ ‌6ペー‌ジ‌

While all bloodragers tap into their bloodlines to fuel the arcane energies they use in battle, some have the ability to call directly to the spirits of their ancestors to aid them, summoning spirits to fight for them or inspire their allies. Ancestral harbingers are particularly common among Shoanti bloodragers and among Bonuwat tribes living along the coast of western Garund.

Spirit Guardian(擬呪)/Spirit Guardian:At 2nd level, an ancestral harbinger can call upon her ancestors to aid her in combat, summoning a weapon of force that functions as per spiritual weapon. At 6th level, her ancestral spirit can take the form of a savage creature, functioning as per summon nature's ally II(this can't be used to summon multiple creatures from the summon nature's ally I list). At 12th level, her ancestor can manifest physically as a ghostly figure, functioning as per spiritual ally. At 18th level, her ancestral spirit can manifest either as a single powerful creature or as multiple lesser ancestors, functioning as per summon nature's ally VI. The harbinger chooses which spell this ability functions as at the time of casting, and can use this ability while in a bloodrage. The ancestral harbinger can use this ability once per day, plus an additional time per day for every 4 bloodrager levels she possesses beyond 2nd. This ability replaces uncanny dodge and the bloodline feats gained at 6th and 18th levels.

Spirit Servants/Spirit Servants:At 5th level, an ancestral harbinger adds summon monster I to her class spell list and gains it as a bonus spell known. She also gains summon monster II at 8th level, summon monster III at 11th level, and summon monster IV at 14th level. These spells can be used only to summon types of monsters with strong ties to the ancestral harbinger's family history, ranging from clan totems to monsters of the same type as those famously killed by her forebears. For each of these spells, the ancestral harbinger selects a number of monsters she can summon equal to her Charisma bonus(minimum 1) to represent these spirits. These monsters are selected from the options on the summon monster creature list or the expanded summoning list(see the summoning project) that are appropriate for the spell level. At 7th level and every 2 bloodrager levels thereafter, the ancestral harbinger can swap one selected monster from one of these spells for a new monster from the same level's summoning lists.

The ancestral harbinger has a mystic tie to the spirit servants summoned with this ability. When the ancestral harbinger is in a bloodrage, all of her spirit servants gain a +2 morale bonus to アーマー・クラス and on attack rolls, damage rolls, and saving throws. The spirit servants also gain 2 temporary hit points per Hit Die. At 11th level, the morale bonus increases to +3 and the number of temporary hit points per Hit Die increases to 3. At 20th level, the morale bonus increases to +4 and the number of temporary hit points per Hit Die increases to 4. The morale bonus and temporary hit points last until the bloodrage ends. This ability replaces improved uncanny dodge and the bloodline feat gained at 12th level.

‌Bloody-Knuckled Rowdy ‌Bloody-Knuckled Rowdy‌ ‌

‌出‌典‌‌ ‌Melee Tactics Toolbox 13ペー‌ジ‌

Bloodragers are frequently rough-and-ready, untrained scrappers who learn to exploit any advantage to gain the upper hand in a fight. The bloody-knuckled rowdy focuses on tricks and maneuvers that are quick and effective, duplicating combat styles from professional brawlers, street thugs, and even trapped animals. Rather than focusing on a single style, most bloody-knuckled rowdies dabble in multiple techniques, mixing and matching their array of vicious maneuvers to suit the occasion.

Bloody Knuckles/Bloody Knuckles:The bloody-knuckled rowdy does not gain damage reduction.

Reduced Spells Known/Reduced Spells Known:The bloody-knuckled rowdy focuses more on fighting tactics and less on his natural arcane powers. He receives one fewer spell known at each spell level. This ability modifies bloodrager spellcasting.

Pugilist(変則)/Pugilist:At 1st level, a bloody-knuckled rowdy gains Improved Unarmed Strike as a bonus feat. This ability replaces fast movement.

Combat Style Student/Combat Style Student:At 2nd level, a bloody-knuckled rowdy gains a bonus feat. This bonus feat must be a style feat or a feat with a style feat as a prerequisite. The bloody-knuckled rowdy treats his bloodrager levels as monk levels when qualifying for and calculating the effects of style feats and feats that have style feats as prerequisites. At 5th level, the bloody-knuckled rowdy gains the Combat Style Master feat. He doesn’t need to meet the prerequisites for this feat. This ability replaces uncanny dodge and improved uncanny dodge.

Hand-to-Hand Training(変則)/Hand-to-Hand TrainingAt 3rd level, a bloody-knuckled rowdy deals unarmed damage as a monk of a level equal to his bloodrager level – 2.

Hag-Riven ‌Hag-Riven‌ ‌

‌出‌典‌‌ ‌Blood of the Coven 27ペー‌ジ‌

All changelings have the potential to transform into hags, but the process is a slow one, requiring several nights to complete. When left incomplete—by virtue of a wily changeling’s escape or her mother’s death—the creature is scarred and saturated in arcane power. Though she remains in possession of her own faculties, the seeds of hag hatred sprout within her. These hag-riven wield powerful magic interlaced with more powerful emotions.

The painful rituals that create a hag-riven can work for any creatures tenacious enough to endure them, and the art has sprung up as a defense against the devastating power of hags in various remote communities.

Arcane Influence/Arcane Influence:A hag-riven bloodrager does not gain proficiency with martial weapons and must choose from one of the following bloodrager bloodlines:arcane, destined, elemental, fey, or hag.

This alters the bloodrager’s weapon and armor proficiencies.

Claws of the Hag(変則)/Claws of the HagA hag-riven grows a pair of vicious claws that are treated as natural weapons. These claws are primary attacks and deal 1d4 points of damage each(1d3 for a Small creature) plus the hag-riven’s Strength modifier. At 2nd level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 5th level, the damage increases to 1d6 points(1d4 for a Small creature). At 13th level, the hag-riven’s claws threaten a critical hit on a natural roll of 19–20. At 16th level, the damage increases again to 1d8 points(1d6 for a Small creature).

This replaces fast movement and uncanny dodge.

Sorcerous Claws(超常)/Sorcerous Claws:At 5th level, a hag-riven can expend one of her daily spell slots as a swift action to grant her claws an enhancement bonus equal to the level of the spell slot sacrificed. This bonus lasts for 1 minute and stacks with existing enhancement bonuses(such as those provided by magic fang or magic items) to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Beginning at 7th level, the hag-riven can also expend some or all of the bonus provided by her sorcerous claws to add any of the following weapon properties to her claws for 1 minute:flaming, flaming burst, frost, icy burst, keen, nullifying, seaborne, spellstealing, shock, shocking burst, or wounding. Her claws must have a minimum enhancement bonus of +1 before any special abilities can be added.

This replaces improved uncanny dodge.

Scarred Hide(変則)/Scarred Hide:At 7th level, a hag-riven’s scarred flesh becomes thick and leathery. She gains a +1 natural armor bonus to アーマー・クラス. At 10th, 13th, 16th, and 19th levels, this bonus increases by 1.

Hexing Claws(超常)/Hexing Claws:At 10th level, a hag-riven gains Critical Focus as a bonus feat, but she can apply its benefits only to her claw attacks. Each morning, she can select a single feat with Critical Focus as a prerequisite and apply its benefits to her claw attacks. She must meet all other prerequisites for any feat she wishes to apply with this ability.

This replaces damage reduction.

Id Rager ‌Id Rager‌ ‌

‌出‌典‌‌ ‌Occult Origins 23ペー‌ジ‌
An id rager gains only the emotional focus abilities of a phantom, not the base abilities of a phantom(e.g. slam attacks, armor bonuses, etc.).

An id rager lacks a supernatural taint to his blood, instead drawing power from pure emotion.

Atavistic Avatar(超常)/Atavistic Avatar:An id rager chooses one emotional focus to define his core:anger, dedication, despair, fear, hatred, jealousy, remorse, or zeal. At 1st level, he gains Skill Focus as a bonus feat in one skill associated with his atavistic focus.

Anger/Anger:Intimidate or Survival.

Dedication/Dedication:Diplomacy or Sense Motive.

Despair/Despair:Intimidate or Stealth.

Fear/Fear:Intimidate or Stealth.

HatredHatredAcrobatics or Perception.

Jealousy/Jealousy:Appraise or Bluff.

RemorseRemorsePerception or Sense Motive.

{Zeal/Zeal:Acrobatics or Survival.

When the id rager enters a bloodrage, he gains additional powers as if he were a phantom with the emotional focus he selected as his atavistic focus. He is considered to be both a phantom and a spiritualist for the purposes of abilities whose effect references both a phantom and a spiritualist, such as a dedication phantom’s dutiful strike, and treats his bloodrager level as both his spiritualist level and his phantom Hit Dice when determining abilities and save DCs. This ability does not allow the id rager to become incorporeal.

At 4th level, the id rager gains Lightning Reflexes, Great Fortitude, or Iron Will as a bonus feat.

At 8th level, the id rager can meditate for 1 hour to change his atavistic focus for 24 hours or until he decides to return to his permanent atavistic focus as a free action. When he changes his focus, he loses access to his Skill Focus feat and the feat he gained at 4th level, and he wields emotional focus powers as if his spiritualist level and phantom Hit Dice were 3 lower.

At 12th level, the id rager gains Skill Focus in both of the skills associated with his atavistic focus. If circumstances cause him to lose one Skill Focus feat, he loses both.

This ability replaces bloodline, all bloodline spells, and all bloodline powers.

Atavistic Caster/Atavistic Caster:At 4th level, a id rager’s bloodrager spells are treated as psychic magic(Occult Adventures 144). The bloodrager’s bloodrage does not prevent him from casting spells with emotional components, and he is considered to be a psychic spellcaster for the purposes of prerequisites(such as for the prerequisites of psychic duels and occult skill unlocks). This ability alters the bloodrager’s spellcasting and replaces eschew materials.

ボーナス特技At 6th level and every 3 bloodrager levels thereafter, an id rager can select one of the following feats as a bonus feat:Combat Casting, Empath, Extra Rage, Intuitive Spell, Logical Spell, Psychic Combatant, Psychic Defender, Psychic Healing, Psychic Maestro, Psychic Virtuoso, Raging Concentration, Spell Focus, or Spell Penetration. This ability replaces all bloodline feats.

Prowler at World's End Prowler at World's End‌ ‌

‌出‌典‌‌ ‌Blood of the Beast 4ペー‌ジ‌
Only available to Catfolk Characters

Ancient catfolk legends claim their kind was created to protect the world from the sinister forces that exist at the world’s fringes. Many catfolk bloodragers capable of communing with the ancient spirits of creation take on the burden of this ancient tradition.

血脈A prowler at world’s end must choose the destined bloodline as his bloodline.

Spirit/Spirit:At 1st level, a prowler at world’s end gains the ability to channel the spirits of creation, granting him the medium’s spirit and spirit surge abilities. A prowler channels the cheetah(which acts as the trickster), the leopard(which acts as the guardian), the lion(which acts as the marshal), and the tiger(which acts as the champion). The prowler does not have access to the archmage or hierophant legends. The favored locations for these spirits are altars, churches, sacred groves, and shrines, and their taboo requires the prowler to strongly revere nature and attempt to either destroy or incapacitate evil wherever he encounters it.

A prowler at world’s end gains his spirit’s lesser power at 1st level, its intermediate power at 8th level, and its greater power at 16th level. A prowler’s spirit surge bonus never advances beyond 1d6.

This ability replaces the 1st-, 8th-, and 16th-level bloodline powers.

血脈の力At 4th level, a prowler at world’s end gains the bloodline power normally granted by his bloodline at 1st level. At 9th level, he gains the bloodline power normally granted by his bloodline at 4th level. At 12th level, he gains the bloodline power normally granted by his bloodline at 8th level. At 15th level, he gains the bloodline power normally granted by his bloodline at 12th level. At 20th level, he gains the bloodline power normally granted by his bloodline at 16th level.

This ability alters the 4th-, 16th-, and 20th-level bloodline powers and replaces the 9th-level and 15th-level bloodline feats.

Chosen of the Spirits(超常)/Chosen of the Spirits:At 11th level, whenever a prowler at world’s end enters a bloodrage, he can apply the effects of beast shape IV to himself instead of using greater bloodrage or mighty bloodrage to apply the effects of a bloodrager spell to himself. He must assume the form of a great cat of the same kind as a channeled spirit(cheetah, leopard, lion, or tiger). This effect lasts for as long as the prowler continues bloodraging, regardless of its normal duration, and using it does not consume a spell slot.

This ability alters the bloodrager’s greater bloodrage and mighty bloodrage.

Shapeshifted Spellcasting(超常)/Shapeshifted Spellcasting:At 12th level, the prowler at world’s end can cast spells while under the effects of chosen of the spirits. This ability functions as Natural Spell, except the prowler uses the ability to cast while under the effects of chosen of the spirits instead of wild shape.

This ability replaces the 12th-level bloodline feat.

‌Symbol Striker Symbol Striker‌ ‌

‌出‌典‌‌ ‌Heroes from the Fringe 7ペー‌ジ‌

Symbol strikers are honored warriors of Dongun Hold, a Sky Citadel in Alkenstar that was a site of frequent conflicts between the nations of Geb and Nex. The dwarven inhabitants used powerful magic explosives to seal the fortress against the outside world and prevent the Sky Citadel from becoming a pawn in the arcane wars between the two powers. Only with the arrival of Ancil Alkenstar in 4588 AR did Dongun Hold reopen itself to the outside world. By then, the constant exposure to strange runic energies and the long isolation had caused a unique form of rune-wielding berserker spellcaster to develop, though the symbol striker tradition has since spread beyond its origins.

技能A symbol striker gains Linguistics as a class skill, but does not gain Handle Animal as a class skill.

This alters the bloodrager’s class skills.

Rune Training(擬呪)/Rune TrainingA symbol striker can cast read magic at will and comprehend languages once per day, but only to decipher written text. A symbol striker also adds arcane mark and erase to his bloodrager spell list as 1st-level spells, though he must select these as spells known to be able to cast them.

This replaces fast movement.

Weapon Rune(超常)/Weapon Rune:At 6th level, once per day as a standard action, a symbol striker can imbue any spell he knows that has a range of touch or greater and a defined number of targets(rather than an area or other non-target- based effect) into a melee weapon he is holding. The spell forms itself into a brightly glowing rune, which is obvious to a casual observer. This ability functions only while the symbol striker wields the weapon. If dropped or taken, the weapon ceases granting this ability until it is returned to the symbol striker. The symbol striker can have only a single weapon rune active at a time; if he casts an additional weapon rune while a previous rune is active, the earlier rune fades. Weapon runes also fade when the symbol striker regains his spell slots for the day. Otherwise, the rune remains until the spell is discharged or dispelled. At 12th level, a symbol striker can use this ability twice per day. At 18th level, he can use this ability three times per day.

As a standard action, the symbol striker can make a melee attack with a weapon that has an active weapon rune and, if the attack is successful, deal normal weapon damage and also expend the weapon rune to discharge the stored spell into the target, as if delivering the spell with the magus spellstrike class feature.

This replaces the bloodline feats gained at 6th, 12th, and 18th levels.

Rune Trap(擬呪)/Rune Trap:At 9th level, as a standard action, the symbol striker can use a melee weapon to place a rune trap in any adjacent square. Any creature entering a square containing a rune trap takes 1d6 points of damage plus 1 additional point of damage for every 2 bloodrager levels the symbol striker has. This rune deals either acid, cold, electricity, or fire damage, which is decided at the rune’s creation. The rune is clearly visible and lasts a number of minutes equal to the symbol striker’s bloodrager level or until discharged. A symbol striker cannot create a rune trap in a square occupied by another creature. This rune counts as a 1st-level spell for the purpose of dispelling. A creature can disarm the rune by succeeding at a 難易度 26 Disable Device check. The symbol striker can use this ability a number of times per day equal to 3 plus his Charisma modifier.

This replaces the bloodline feat gained at 9th level.

‌Urban Bloodrager Urban Bloodrager‌ ‌

‌出‌典‌‌ ‌Heroes of the Streets 24ペー‌ジ‌

Like the urban barbarian(Pathfinder RPG Ultimate Combat 31), the urban bloodrager has learned to control her rage in so-called polite society. Though she lacks the untamed resilience of her wilder fellows, she’s an expert at keeping her rage from causing collateral damage in crowds.

クラス技能An urban bloodrager adds Diplomacy(Cha), Knowledge(local)(Int), Linguistics(Int), and Profession(Wis) as class skills, and removes Handle Animal(Cha), Knowledge(nature)(Int), and Survival(Wis). This alters the bloodrager’s class skills.

Weapon and Armor Proficiency:An urban bloodrager isn’t proficient with shields. This alters the bloodrager’s weapon and armor proficiencies.

Controlled Bloodrage/Controlled Bloodrage:When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to アーマー・クラス, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects. This ability alters bloodrage.

Restrained Magic(超常)/Restrained Magic:At 3rd level, an urban bloodrager can attune her spells so they are less likely to impact her allies or innocent bystanders. When the bloodrager casts a spell, she can grant a +2 bonus on the saving throw against that spell to any creatures she is aware of that are targeted by the spell or within the spell’s area. Any creature that receives this bonus and succeeds at its save is unaffected by the spell, as if it hadn’t been targeted or wasn’t in the area. This ability replaces blood sanctuary.

Adopted Magic/Adopted Magic:At 7th level, an urban bloodrager learns some of the secrets of other magical traditions from other denizens of the city. She can select from the bard or magus spell list any spell of a level she can cast, and add it to her bloodrager spell list and to her bloodrager spells known. At 10th level and every 3 levels thereafter, the urban bloodrager can add another such spell to her spell list and spells known. If she chooses to learn a new spell in place of an old one, she can exchange a bard or magus spell for another. This ability replaces damage reduction.

血脈The following bloodlines are especially suitable for an urban bloodrager, reflecting either a more nuanced origin or ancestry from city-dwelling magical creatures:aberrant, arcane, celestial, destined, infernal, and undead.


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