Bloodrager (Prestige Class)
Prone to violent rages and almost immune to pain, the
Bloodrager is one who has learned to unlock the berserking power of his own
blood. He has learned to gain power by
sacrificing himself. Covered in scars
(mostly self-inflicted) and with no fear of physical injury, his appearance is
frightening and demoralizing to his enemies.
Deep in the depths of a chasm in the Bloodpeak Mountains on
the Eretria/Tarvinia border is the entrance to a complex of natural caves. In these caves lies the headquarters of a
mysterious group known only as the Red Talons.
Those who are invited to the caves never learn the identity of any
member of this group, and many do not return from such a meeting. Those who survive come out a year later,
fundamentally changed by the ritual that has been performed on them.
An invitation is extended by messenger to a likely candidate
who has proven him/herself in battle to be ruthless and bloodthirsty, and have
a knack for surviving horrific wounds.
If the candidate chooses to appear, he is taken into the complex where,
for a year, he is ritualistically tortured.
Through this torture the candidate learns to truly understand pain, and
to harness this pain into a frightening skill; Bloodraging. He is in tune with the song of his own
heartbeat. He has been Awakened.
Hit Die:
d12.
To qualify to become a Bloodrager, a character must fulfill
all of the following criteria.
Race: must be
of orc, goblin, hobgoblin, or bugbear blood
Alignment: non
good.
Base Attack Bonus:
+9
Feats: Great
Fortitude, Cleave, Power Attack, Weapon Focus.
Miscellaneous: Must have been possessed
by another being.
Balance, Bluff, Climb,
Intimidate, Jump, Listen, Ride, Spot, Swim, Tumble
Skill Points:
4+Int Modifier @ 1st level, 2+Int Modifier each level
thereafter
All of the following are class features of the Bloodrager
prestige class.
Weapon and Armor Proficiency: Bloodragers are proficient with all simple and
martial weapons and with all light, medium, and heavy armor.
Pain Immunity: Starting
at 1st level, a Bloodrager can shrug off the effects of subdual
damage. Subtract 3 from the damage the
Blood takes each time he is dealt subdual damage. At 3rd level the reduction rises to 6, at 6th
level it rises to 9, and so forth.
Sacrificed Sense:
During the awakening ritual, a Bloodrager must sacrifice a sensory
body part. The sacrificed part can be
an eye, ear, nose, hand, or tongue.
From that point he takes a penalty to any check involving the sacrificed
sense. In exchange, he gains a bonus to
checks involving a sense other than that sacrificed. For example, if he sacrifices an eye, he gains a +2 bonus to any
check involving hearing. If he
sacrifices an ear, he gains a +2 bonus to any check involving sight. The actual exchange is up to the DM and the
player to determine. Once the sacrifice
is performed, the sacrificed sense cannot be regained without detriment to
other class bonuses.
Flay: During the
awakening ritual, a Bloodrager must flay a portion of his own body. The skin must be removed from the area in
one piece, and must be at least 1 square foot.
The flayed area can be anywhere on the Bloodrager’s body he can
reach. Once finished, he must use the
removed skin to make an item (pouch, headband, wrapping for the hilt of a
weapon, etc.) which he then keeps with him at all times. Though it has no power, the crafted item may
be enchanted. If it is ever lost or
destroyed, the Bloodrager suffers no penalties, but usually chooses to craft
another one. The flayed area from the
initial ritual never completely heals and always appears to be scabbed
over. Any further flaying that is
performed heals normally, leaving behind scar tissue.
Blood Magic: The most
powerful and frightening power of a Bloodrager is the magic he learns to
extract from his own blood. This magic
enhances his fighting prowess as it drives him into a rage. At first level for every 10 points of damage
he sustains he gets a +1 to hit and +1 to damage with melee weapons or unarmed
attacks. See chart below for further
advancement. The damage may be self
inflicted and cannot be subdual damage.
When the Bloodrager is
reduced to half or less of his total hit points he goes into a violent
rage. He gains a +4 to strength during
this rage. The rage lasts for a number
of rounds equal to his level, and can only be entered once per day.
Feats: The
Bloodrager gains the feat Flay at first level.
This feat is found in the Player’s Handbook II.
Scarification: A
Bloodrager suffers a –2 to his Charisma score, and a –2 to any skill check that
relies on his appearance. Individual
situations are for the DM to discern.
This penalty is due to the extensive scarring the Bloodrager suffers
during his initiation. Most also have
extensive tattoos, piercings, brandings, etc.
The Bloodrager must always display a portion of his scars (at least one
square foot total) for all to see.
Blood Control: At
5th level the Bloodrager gains total control of his own blood. Effects that would normally cause him to
sustain damage or some other effect such as bleeding, wracking pain, etc., This ability may be used a number of times per
day equal to his level.
Class
Level Base Att. Bonus Fort Save Ref Save Will
Save Special
1
+1 +2 0 +2 Blood Magic +1, Flay Feat,
Subdual Dam.
Reduction 3
2
+2 +3 +1 +3
3
+3 +4 +2 +4 Subdual Dam. Reduction 6, Blood Magic
+2
4 +4 +4 +3 +5
5
+5 +5 +4 +6 Bonus Feat, Blood Control ,
6
+6 +6 +4 +6 Subdual Dam. Reduction 9,
Blood Magic +3
7
+7 +6 +4 +6
8
+8 +7 +4 +6
9
+9 +7 +4 +7 Subdual Dam. Reduction 12,
Blood Magic +4
10
+10 +7 +4 +9 Bonus Feat