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Feats Special Abilities

Power Attack Construct Body

You can choose to take a 1 penalty on all


No Constitution score. Any DCs or
melee attack rolls and combat maneuver
other statistics that rely on a
checks to gain a +2 bonus on all melee
Constitution score treat a construct as
damage rolls. This bonus to damage is having a score of 10 (no bonus or
increased by half (+50%) if you are making an penalty).
attack with a two-handed weapon, a one
handed weapon using two hands, or a primary
Low-light vision.
natural weapon that adds 1-1/2 times
your Strength modifier on damage rolls. This
bonus to damage is halved (50%) if you are Darkvision 60 feet.
making an attack with an off-hand weapon or
secondary natural weapon Immunity to all mind-affecting effects
(charms, compulsions, morale effects,
Cleave patterns, and phantasms).
As a standard action, you can make a single
Immunity to disease, death effects,
attack at your full base attack bonus against a
necromancy effects, paralysis, poison,
foe within reach. If you hit, you deal damage
sleep effects, and stunning.
normally and can make an additional attack
(using your full base attack bonus) against a
foe that is adjacent to the first and also within Cannot heal damage on its own, but
reach. You can only make one additional often can be repaired via exposure to
a certain kind of effect (see the
attack per round with this feat. When you use
creature's description for details) or
this feat, you take a 2 penalty to your Armor
through the use of the Craft
Class until your next turn. Construct feat. Constructs can also be
Indomitable Stance healed through spells such as make
whole. A construct with the fast healing
At 1st level, a steelblood gains a +1 bonus special quality still benefits from that
on combat maneuver checks, quality.
to CMD against overrun combat maneuvers,
and on Reflex saving throws Not subject to ability damage, ability
against trample attacks. He also gains a +1 drain, fatigue, exhaustion, energy
bonus to his AC against charge attacks and on drain, or nonlethal damage.
attack and damage rolls against charging
creatures. Immunity to any effect that requires
a Fortitude save (unless the effect also
Armoured Swiftness works on objects, or is harmless).

At 2nd level, a steelblood moves faster in Not at risk of death from massive
medium and heavy armor. When wearing damage. Immediately destroyed when
medium or heavy armor, a steelblood can reduced to 0 hit points or less.
move 5 feet faster than normal in that armor, to
a maximum of his unencumbered speed. A construct cannot be raised or
resurrected.
Blood Sanctuary
A construct is hard to destroy, and
At 3rd level, due to the power of his blood, a gains bonus hit points based on size,
bloodrager can stand confidently amid the as shown on the following table.
effects of spells cast by himself or his allies.
He gains a +2 bonus on saving throws against Constructs do not breathe, eat, or
spells that he or an ally casts. sleep.
Abyssal Bloodline based skills (except Acrobatics, Fly, Intimidate,
and Ride) or any ability that requires patience
Bonus Feats: Cleave, Great or concentration.
Fortitude, Improved Bull Rush, Improved
Sunder, Intimidating Prowess, Power A bloodrager can end his bloodrage as a free
Attack, Toughness. action. When the bloodrage ends,
he's fatigued for a number of rounds equal to
Bloodline Powers: The power of the Abyss twice the number of rounds spent in the
courses through your veins, causing horrific bloodrage. A bloodrager cannot enter a new
transformations during your bloodrage. bloodrage while fatigued or exhausted, but can
otherwise enter bloodrage multiple times
during a single encounter or combat. If a
bloodrager falls unconscious, his bloodrage
Claws immediately ends, placing him in peril of death.

At 1st level, you grow claws while bloodraging. Bloodrage counts as


These claws are treated as natural weapons, the barbarian's rage class feature for the
allowing you to make two claw attacks as a full purpose of feat prerequisites, feat abilities,
attack, using your full base attack bonus. magic item abilities, and spell effects.
These attacks deal 1d6 points of damage each
(1d4 if you are Small) plus The Black Soulstone
your Strength modifier. At 4th level, these
claws are considered magic weapons for the The Black Soulstone contains the essence of
purpose of overcoming damage resistance. At your soul mixed with the demonic energies
8th level, the damage increases to 1d8 points that trapped you thousands of years ago.
(1d6 if you are Small). At 12th level, these
claws become flaming weapons, which deal an The Soulstone has 20 HP (This is separate
additional 1d6 points of fire damage on a hit. from your constructs HP and is Hardness 20.
If the Black Soulstone is destroyed, your soul
Blood Rage
will be lost to the Abyss. Enemy targets need
line of sight to the Soulstone to hit it. Magic
The bloodrager's source of internal power cast against the Soulstone work exactly as
grants him the ability to bloodrage. being cast against the rest of your body and
may not need line of sight.
At 1st level, a bloodrager can bloodrage for a
number of rounds per day equal to 4 + Once per day, for up to 3 rounds per 3 levels
his Constitution modifier. At each level after (Or minutes equal to your level if not in
1st, he can bloodrage for 2 additional rounds combat), your soul may attempt to leave the
per day. Temporary increases Soulstone. If in combat, this requires a
to Constitution(such as those gained from Concentration check with a DC equal to 10
bloodraging or spells like bear's endurance) plus the characters level. If succeeded, your
don't increase the total number of rounds that
Soul leaves the Black Soulstone and may
a bloodrager can bloodrage per day. The total
travel up to 120 feet in any direction away from
number of rounds of bloodrage per day is
renewed after resting for 8 hours, although the body. You cannot move further away from
these hours need not be consecutive. the Black Soulstone. While outside of the
Soulstone you benefit from the following traits:
A bloodrager can enter a bloodrage as a free You can be harmed only by other incorporeal
action. While in a bloodrage, a bloodrager creatures, magic weapons or creatures that
gains a +4 morale bonus to strike as magic weapons, and spells, spell-like
his Strength and Constitution, as well as a
abilities, or supernatural abilities. It is immune
+2 morale bonus on Will saves. In addition, he
takes a 2 penalty to Armor Class. The to all nonmagical attack forms. Even when hit
increase to Constitution grants the bloodrager by spells or magic weapons, it takes only half
2 hit points per Hit Die, but these disappear damage from a corporeal source (except for
when the bloodrage ends and are not lost first channel energy). Corporeal spells and effects
like temporary hit points. While bloodraging, a that do not cause damage only have a 50%
bloodrager cannot use chance of affecting an incorporeal creature.
any Charisma-, Dexterity-, or Intelligence- Force spells and effects, such as from a magic
missile, affect an incorporeal creature bonuses and force effects (such as mage
normally. Armor) work normally against you. You can
pass through and operate in water as easily as
You have no natural armor bonus but has a you do in air. You cannot fall or take falling
deflection bonus equal to your Charisma damage. You cannot make trip or grapple
bonus. attacks, nor can they be tripped or grappled. In
You can enter or pass through solid objects, fact, you cannot take any physical action that
but must remain adjacent to the objects would move or manipulate an opponent or its
exterior, and so cannot pass entirely through equipment, nor are they subject to such
an object whose space is larger than its own. actions. You have no weight and do not set off
You can sense the presence of creatures or traps that are triggered by weight.
objects within a square adjacent to its current You move silently and cannot be heard with
location, but enemies have total concealment Perception checks if you dont wish to be. You
(50% miss chance) from you when inside an have no Strength score, so your Dexterity
object. In order to see beyond the object it is in modifier applies to its melee attacks, ranged
and attack normally, you must emerge. Inside attacks, and CMB. Nonvisual senses, such as
an object you have total cover, but when you scent and blind sight, are either ineffective or
attack a creature outside the object you only only partly effective with regard to you. You
have cover, so a creature outside with a have an innate sense of direction and can
readied action could strike at you as you move at full speed even when you cannot see.
attack. You cannot pass through a force effect.

Your attacks pass through (ignore) natural


Armor, Armor, and shields, although deflection

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