It’s Spring Week here at Necromancers of the Northwest, and that means…wait a minute, it isn’t Spring Week. What’s going on here? The Vernal Bloodline? We already did that, months ago. What kind of cruel time magic trickery is this?
Wait, what’s that? You say that the previous Vernal Bloodline was for sorcerers? Well of course it was for sorcerers, who else would it be for? For bloodragers, you say? From Advanced Class Guide? Because their bloodlines work differently, and have a different number of bloodline abilities, different spells, different feats, and so on? And the best place to start with making new ones seemed to be a classic Necromancers of the Northwest sorcerer bloodline?
Well, I can’t argue with that. Without further ado, it’s spring in October. Enjoy.
New Bloodrager Bloodline
Somewhere in your ancestry is a powerful figure associated with the unbridled power of budding life. It may have been a fey strongly associated with the springtime, or even a nature deity devoted to the forces of fertility and growth. Whatever the case, your veins flow with intense life energy, vitalizing both you and your magic.
Bonus Spells: entangle (7th), summon swarm (10th), beast shape I (13th), greater animal aspect (UC) (16th).
Bonus Feats: Combat Reflexes, Fleet, Great Fortitude, Improved Initiative, Lightning Reflexes, Self-Sufficient, Skill Focus (Knowledge [nature]), Toughness.
Bloodline Powers: The raw life-giving energy of the spring flows through your veins and empowers you, allowing you to find the hidden potential in the world around you and cause your surroundings to blossom like spring flowers.
Bloody Vigor (Su): Beginning at 1st level, whenever you enter a bloodrage, in addition to the other benefits of the bloodrage, you gain a number of temporary hit points equal to your bloodrager level. These are normal temporary hit points, and are lost first, unlike hit points granted by the bloodrager’s increased Constitution while bloodraging. These temporary hit points fade as soon as the bloodrager’s bloodrage ends. If the bloodrager enters another bloodrage within one minute of entering the first bloodrage, he does not gain the benefits of this ability for the second bloodrage.
Raging Summons (Su): Beginning at 4th level, once per day, when you enter a bloodrage, you can summon a creature, as though with the spell summon nature’s ally I. The creature remains summoned until your bloodrage ends. At 7th level, this functions as summon nature’s ally II, instead. At 10th level, it functions as summon nature’s ally III, and at 13th level, it functions as summon nature’s ally IV. At 12th level, you can use this ability twice per day, and at 20th level, you can use it three times per day.
Furious Energy (Su): Beginning at 8th level, as long as you are bloodraging, you gain a +4 racial bonus on saving throws made to resist death effects, poisons, and diseases. Further, you ignore the first 10 points of negative energy damage that would be dealt to you from any effect, and any time you would gain one or more negative levels, you gain half as many negative levels, instead (rounded down, minimum 1 negative level).
Springtime of Slaughter (Su): Beginning at 12th level, whenever you enter a bloodrage, you gain regeneration 5 for as long as you remain in a bloodrage. This regeneration is overcome by acid damage and by fire damage. You can also regrow limbs in this way, as the spell regenerate.At 18th level, this increases to regeneration 10.
Blooming Burst (Su): Beginning at 16th level, while bloodraging, you gain the ability to release a wave of intense life energy, which empowers nearby allies. Each ally within 30 feet (including yourself) gains a +4 enhancement bonus to each of its physical ability scores, as well as a +2 natural armor bonus. These benefits last for a number of rounds equal to your bloodrager level. You can use this ability once per day.
Life’s Champion (Su): At 20th level, your heritage as a scion of the forces of life and nature comes to fruition. The first time each day that you die, you are affected as though by a reincarnate spell 1d4 rounds thereafter. Unlike reincarnate, your new body forms instantaneously from your old one, bursting out of it like a cocoon, and you also do not suffer any negative levels as a result of being reincarnated in this way.