Bloodrager

System: Pathfinder | SRD | Type: Hybrid class | Parent Classes: Barbarian and sorcerer | Hit Die: d10 | Skill Ranks: 4 + Int modifier

Role: Masters of the battlefield, bloodragers unleash fearful carnage on their enemies using their bloodlines and combat prowess. The bloodrager's place is on the front lines, right in his enemies' faces, supplying tremendous martial force bolstered by a trace of arcane magic
While many ferocious combatants can tap into a deep reservoir of buried rage, bloodragers have an intrinsic power that seethes within. Like sorcerers, bloodragers' veins surge with arcane power. While sorcerers use this power for spellcasting, bloodragers enter an altered state in which their bloodline becomes manifest, where the echoes of their strange ancestry lash out with devastating power. In these states, bloodragers can cast some arcane spells instinctively. The bloodrager's magic is as fast, violent, and seemingly unstoppable as their physical prowess.

Apply Archetypes

Class Skills

The bloodrager's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Weapon and Armor Proficiency

Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a

Starting Wealth

3d6 × 10 gp (average 105 gp)

Class Progression

Bloodrager
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th
1st+1+2+0+0Bloodline, bloodline power, bloodrage, fast movement————
2nd+2+3+0+0Uncanny dodge————
3rd+3+3+1+1Blood sanctuary————
4th+4+4+1+1Blood casting, bloodline power, Eschew Materials1———
5th+5+4+1+1Improved uncanny dodge1———
6th+6/+1+5+2+2Bloodline feat1———
7th+7/+2+5+2+2Bloodline spell, damage reduction 1/—11——
8th+8/+3+6+2+2Bloodline power11——
9th+9/+4+6+3+3Bloodline feat21——
10th+10/+5+7+3+3Bloodline spell, damage reduction 2/—211—
11th+11/+6/+1+7+3+3Greater bloodrage211—
12th+12/+7/+2+8+4+4Bloodline feat, bloodline power221—
13th+13/+8/+3+8+4+4Bloodline spell, damage reduction 3/—3211
14th+14/+9/+4+9+4+4Indomitable will 3211
15th+15/+10/+5+9+5+5Bloodline feat 3221
16th+16/+11/+6/+1+10+5+5Bloodline spell, bloodline power, damage reduction 4/—3321
17th+17/+12/+7/+2+10+5+5Tireless bloodrage4321
18th+18/+13/+8/+3+11+6+6Bloodline feat4322
19th+19/+14/+9/+4+11+6+6Damage reduction 5/—4332
20th+20/+15/+10/+5+12+6+6Bloodline power, mighty bloodrage4432

Class Features

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. Bonus Feats : 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). Bloodline Powers : While bloodraging, you gain the abilities and immunities of some aberrations, but show signs of your tainted heritage. Staggering Strike (Su) : 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. Abnormal Reach (Su) : At 4th level, your limbs elongate; your reach increases by 5 feet. Aberrant Fortitude (Su) : At 8th level, you become immune to the sickened and nauseated conditions. Unusual Anatomy (Su) : 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. Aberrant Resistance (Su) : At 16th level, you are immune to disease, exhaustion, fatigue, and poison, and to the staggered condition. Aberrant Form (Su) : 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. Bonus Feats : 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). Bloodline Powers : The power of the Abyss courses through your veins, causing horrific transformations during your bloodrage. 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 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. Demonic Bulk (Su) : 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. Demon Resistances (Su) : At 8th level, you gain resistance 5 to acid, cold, and fire. At 16th level, these resistances increase to 10. Abyssal Bloodrage (Su) : 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. Demonic Aura (Su) : 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. Demonic Immunities (Su) : 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. Bonus Feats : 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). Bloodline Powers : When you bloodrage, arcane power transforms you into an arcane juggernaut who can cut down even the most careful caster. Disruptive Bloodrage (Su) : 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. Arcane Bloodrage (Sp) : 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. Greater Arcane Bloodrage (Sp) : 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. Caster's Scourge (Ex) : 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 (Sp) : 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. Caster's Bane (Ex) : 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. Bonus Feats : 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). Bloodline Powers : Your bloodline grants a number of resistances and changes your form to something angelic and terrible to behold when you bloodrage. Angelic Attacks (Su) : 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. Celestial Resistances (Ex) : At 4th level, you gain resistance 5 to acid and cold. At 12th level, these resistances increase to 10. Conviction (Su) : 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. Wings of Heaven (Su) : 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. Angelic Protection (Su) : 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. Ascension (Su) : 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. Bonus Feats : 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). Bloodline Powers : Your future greatness grants you the might to strike your enemies in awe-inspiring ways. Destined Strike (Su) : 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. Fated Bloodrager (Su) : 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). Certain Strike (Su) : 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 (Su) : 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. Unstoppable (Su) : 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). Victory or Death (Su) : 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. Bonus Feats : Blind-Fight, Cleave, Great Fortitude, Improved Initiative, Power Attack, Skill Focus ( Fly ), Toughness. Bonus Spells : shield (7th), resist energy (10th), fly (13th), fear (16th). Bloodline Powers : The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select a chromatic or metallic dragon type (see the table below). Once chosen, this type cannot be changed. A number of your bloodline powers deal damage and grant resistances based on your dragon type, as noted below. Dragon Type Energy Type Breath Shape Black Acid 60-foot line Blue Electricity 60-foot line Green Acid 30-foot cone Red Fire 30-foot cone White Cold 30-foot cone Brass Fire 60-foot line Bronze Electricity 60-foot line Copper Acid 60-foot line Gold Fire 30-foot cone Silver Cold 30-foot cone Claws (Su) : At 1st level, you grow claws. 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 reduction. At 8th level, the amount of damage increases to 1d8 (1d6 if you are Small) + your Strength modifier. At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit. Draconic Resistance (Ex) : At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4. Breath Weapon (Su) : At 8th level, you gain a breath weapon that you can use once per day. This breath weapon deals 1d6 points of damage of your energy type per bloodrager level. Those caught in the area of your breath weapon can attempt a Reflex saving throw for half damage. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above table). At 16th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. Dragon Wings (Su) : At 12th level, when entering a bloodrage, you can choose to have leathery wings grow 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. Dragon Form (Su) : At 16th level, when entering a bloodrage, you can choose to take the form of your chosen dragon type (as form of the dragon II , but with good maneuverability, as you would gain from the dragon wings bloodrage power above). Power of Wyrms (Su) : At 20th level, you gain immunity to paralysis, sleep, and damage from your energy type. You also gain blindsense with a range of 60 feet. You have these benefits constantly, even while not bloodraging.

Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm. Bonus Feats : Cleave, Dodge, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus. Bonus Spells : burning hands * (7th), scorching ray * (10th), protection from energy (13th), elemental body I (16th). (Spells marked with an asterisk [*] always deal a type of energy damage determined by your element, regardless of the spell's normal effects. In addition, the subtypes of these spells change to match the energy type of your element.) Bloodline Powers : One of the four elements infuses your being, and you can draw upon its power while bloodraging. At 1st level, you must select an element: air, earth, fire, or water. Once chosen, this element cannot be changed. A number of your abilities deal damage and grant resistances based on your element, as noted in the table below. Element Energy Type Elemental Movement Air Electricity Fly 60 feet (good) Earth Acid Burrow 30 feet Fire Fire +30 feet base land speed Water Cold Swim 60 feet Elemental Strikes (Su) : At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal an additional 1d6 points of damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and you don't need to activate this ability. Elemental Resistance (Ex) : At 4th level, you gain energy resistance 10 against your energy type. Elemental Movement (Su) : At 8th level, you gain a special movement type or bonus to your speed based on your chosen element, as indicated on the above table. Power of the Elements (Su) : At 12th level, the energy damage done by your elemental strikes bloodline power bypasses resistance to that energy type, and still deals half damage to creatures that have immunity to energy of that type. Elemental Form (Su) : At 16th level, once per day when entering a bloodrage, you can take an elemental form, as per elemental body IV . Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type. You have these benefits constantly, even while not bloodraging.

Fey

One of your ancestors was fey, or the fey realm somehow intermixed with your bloodline. This fact affects your bloodrage in tricky and surprising ways. Bonus Feats : Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Step Up, Intimidating Prowess. Bonus Spells : entangle (7th), hideous laughter (10th), haste (13th), confusion (16th). Bloodline Powers : The power of the natural world saturates your being, and manifests itself when you bloodrage. Confusing Critical (Su) : At 1st level, fey power courses through your attacks. Each time you confirm a critical hit, the target must succeed at a Will saving throw or be confused for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. This is a mind-affecting compulsion effect. Leaping Charger (Su) : At 4th level, you are able to leap over overgrowth and similar impediments with ease while charging. When you charge, you ignore difficult terrain (but not other creatures). You can move through it at normal speed, and it does not impede your charge. Blurring Movement (Su) : At 8th level, you become a blur of motion when you move. As long as you move at least 10 feet, you gain the effects of blur for 1 round. Quickling Bloodrage (Sp) : At 12th level, while bloodraging you're treated as if you were under the effects of haste . One with Nature (Su) : At 16th level, creatures of the animal or plant types don't attack you unless they're compelled to do so by magic or you attack them first. Three times per day, you can transport yourself from one tree to another tree, as tree stride with half the transport range. Moving from one tree to another in this manner is a move action. You have these benefits constantly, even while not bloodraging. Fury of the Fey (Su) : At 20th level, when entering a bloodrage, you can choose one type of creature (and subtype for humanoids or outsiders) that can be affected by the bane weapon special ability. All of your melee attacks are considered to have the bane special ability corresponding to that type. This ability doesn't stack with other forms of bane .

Infernal

The Pit lives in your blood. Maybe one of your ancestors was seduced by the powers of Hell or made a deal with a devil. Either way, corruption seethes within your lineage. Bonus Feats : Blind-Fight, Combat Reflexes, Deceitful, Improved Disarm, Improved Sunder, Intimidating Prowess, Iron Will. Bonus Spells : protection from good (7th), scorching ray (10th), suggestion (13th), fire shield (16th). Bloodline Powers : When you bloodrage, hellfire infuses your blood with terrifying effects. Hellfire Strike (Su) : At 1st level, as a swift action up to three times per day you can infuse your attacks with hellfire. When you do, your melee attacks gain the flaming weapon special ability for 1 round. At 12th level, you can use this ability five times per day, and the effect is treated as flaming  burst . Infernal Resistance (Ex) : At 4th level, you gain fire resistance 5, as well as a +2 bonus on saving throws against poison. At 8th level, your fire resistance increases to 10, and the bonus on saving throws against poison increases to +4. Diabolical Arrogance (Su) : At 8th level, you gain a +4 bonus on saving throws against enchantment and fear effects. Dark Wings (Su) : At 12th level, when entering a bloodrage, you can grow batlike wings 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. Hellfire Charge (Su) : At 16th level, when you charge, the attack you make at the end of the charge gains the benefit of your hellfire strike without expending a use of it. If you already have hellfire strike active, the fire damage ignores fire resistance of 10 or lower. Fiend of the Pit (Su) : At 20th level, you gain immunity to fire and poison. You also gain resistance 10 to acid and cold, and you gain the see in darkness ability. You have these benefits constantly, even while not bloodraging.

Undead

The foul corruption of undeath is a part of you. Somewhere in the past, death became infused with your lineage. Your connection to the attributes of the undead bestows frightening power when you bloodrage. Bonus Feats : Diehard, Dodge, Endurance, Intimidating Prowess, Iron Will, Mobility, Toughness. Bonus Spells : chill touch (7th), false life (10th), vampiric touch (13th), enervation (16th). Bloodline Powers : When you enter a bloodrage, the powers of undeath manifest, empowering your attacks with fear and your body with foul resistances. Frightful Charger (Su) : At 1st level, when you hit a creature with a charge attack, that creature becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken or frightened condition (from this ability or another source) to turn into frightened or panicked. This is a mind-affecting fear effect. Ghost Strike (Su) : At 4th level, your melee attacks are treated as if they have the ghost touch weapon special ability. Death's Gift (Su) : At 8th level, you gain cold resistance 10, as well as DR 10/— against nonlethal damage. Frightful Strikes (Su) : At 12th level, as a swift action once per bloodrage you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures that are already shaken become frightened. At 16th level, those that are already frightened become panicked. This is a mind-affecting fear effect. Incorporeal Bloodrager (Su) : At 16th level, once per day you can choose to become incorporeal. You take only half damage from magic corporeal sources, and you take no damage from nonmagical weapons and objects. Your attacks deal damage as normal due to your ghost strike bloodrage power. One Foot in the Grave (Ex) : At 20th level, you gain immunity to cold, nonlethal damage, paralysis, and sleep. Your bloodrager damage reduction increases to 8. Unintelligent undead don't notice you unless you attack them. You gain a +4 morale bonus on saving throws against spells and spell-like abilities cast by undead. You have these benefits constantly, even while not bloodraging.

Bloodrager Spells

Bloodragers gain access to the following spells. 1st-Level Bloodrager Spells : blade lash , blurred movement , break , burning hands , cause fear , chill touch , color spray , corrosive touch , ear-piercing scream , endure elements , enlarge person , expeditious retreat , feather fall , flare burst , frostbite , hydraulic push , icicle dagger , jump , line in the sand , long arm , mage armor , magic missile , magic weapon , marid's mastery , mirror strike , mount , mudball , phantom blood , protection from chaos / evil / good / law , ray of enfeeblement , ray of sickening , reduce person , returning weapon , shadow weapon , shield , shock shield , shocking grasp , stone fist , stone shield , strong wings , sundering shards , thunderstomp , touch of combustion , touch of gracelessness , touch of the sea , true strike , unerring weapon , warding weapon , wave shield , web bolt , windy escape , winter feathers . 2nd-Level Bloodrager Spells : Ablative barrier , acid arrow , adhesive blood , animal aspect , bear's endurance , blindness/deafness , blood armor , blood blaze , boiling blood , brow gasher , bullet shield , bull's strength , burning gaze , cat's grace , certain grip , daze monster , death from below , defensive shock , delay pain , disfiguring touch , dust of twilight , eagle's splendor , elemental touch , extreme flexibility , false life , fire breath , flaming sphere , frigid touch , ghoul touch , glitterdust , gust of wind , gusting sphere , imbue with elemental might , mirror image , molten orb , protection from arrows , pyrotechnics , resist energy , scorching ray , see invisibility , shatter , slipstream , sonic scream , spider climb , steal breath , stone call , stone discus , touch of idiocy , unshakable chill . 3rd-Level Bloodrager Spells : Air geyser , animal aspect (greater) , aqueous orb , beast shape I , blood biography , blood scent , burrow , burst of speed , chain of perdition , cloak of winds , countless eyes , draconic reservoir , elemental aura , eruptive pustules , excruciating deformation , fire trail , fireball , firestream , flame arrow , fly , force hook charge , force punch , gloomblind bolts , haste , heroism , hold person , hostile levitation , howling agony , hydraulic torrent , keen edge , lightning bolt , locate weakness , magic weapon (greater) , monstrous physique I , pain strike , paragon surge , phantom steed , protection from energy , rage , raging rubble , ray of exhaustion , resinous skin , silver darts , sleet storm , slow , stinking cloud , thunderstomp (greater) , twilight knife , undead anatomy I , vampiric touch , versatile weapon , vision of hell , water breathing , wind wall . 4th-Level Bloodrager Spells : absorbing inhalation , ball lightning , beast shape II , bestow curse , black tentacles , calcific touch , confusion , contagion , crushing despair , detonate , dragon's breath , earth glide , elemental body I , enervation , enlarge person (mass) , false life (greater) , fear , fire shield , firefall , flaming sphere (greater) , ghost wolf , hellmouth lash , ice storm , monstrous physique II , moonstruck , pellet blast , phantasmal killer , reduce person (mass) , ride the waves , river of wind , shocking image , shout , stoneskin , telekinetic charge , touch of slime , vermin shape I , vitriolic mist , volcanic storm , wall of fire , wall of ice , wall of sound , wreath of blades . The Hypertext d20 SRD™ is owned by BoLS Interactive LLC . This website uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This website is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse . For more information about Paizo Inc. and Paizo products, please visit paizo.com . The Hypertext d20 SRD™ is an independent entity and is not affiliated with Paizo Inc. Open Game License Terms of Use Privacy Policy var globalTitle="Bloodrager",globalNavPath=[{ href: '/pathfinderRPG/prd/advancedClassGuide/classes/index.html', name: 'Classes'}]; $(function () { if(!/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent) ) { highlightNavLocation(globalNavPath); } });

Source: Advanced Class Guide

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