Blood and Fury: A Preview
Next Monday, July 12th, Necromancers of the Northwest will be releasing our latest book, Blood and Fury: New Bloodrager Bloodlines. As you might imagine, this book contains a collection of new bloodlines for bloodragers, and it also contains a selection of new bloodrager spells, as well. Today, we're sharing three of these bloodlines with you, to whet your appetite for the bloodlines in this book.
You may notice that these aren't traditional bloodlines, in the sense that desert, hawk, and wind aren't things that you would necessarily expect to be floating around in your gene pool. That's because these bloodlines are specifically intended to capture the feral savagery of the bloodrager, setting them apart from the types of bloodlines that you find with the sorcerer. In the full book, you'll find more bloodlines feature savage terrains, totem animals, and primal elements. You'll also notice that the wind bloodline is very different from the elemental bloodline, even though they both represent the element of air. All of the elemental bloodlines in the book are deliberately written to evocatively capture the flavor of that element: fire that creates smoke, ice that freezes things solid, and so on.
Here are the bloodlines in the book:
You have the strength of the harsh desert climate in you, granting you power to aid in your struggles. You bear a very tangible and real connection to that harshest of environments, and whether this connection is ancient as time or relatively new, you can wield its might in battle, occasionally at a cost.
Bonus Feats: Diehard, Dodge, Endurance, Extend Spell, Great Fortitude, Iron Will, Toughness.
Bonus Spells: silent image (7th), blur (10th), fireball (13th), violent image*(16th).
Bloodline Powers: You can tap your deep and eternal bond with the desert in order to channel its harsh and unforgiving might in your bloodrage.
Desert Sands (Ex): The desert lives in you, allowing you to unleash a cloud of sand to conceal you and cripple nearby foes. As a swift action, while in a bloodrage, you can choose to manifest the scalding sands of the desert to come to your aid. For 1 round, you are obscured by the sands, gaining 20% miss chance. Additionally, all creatures adjacent to you are assaulted by the burning desert sands and must succeed on a Reflex save (DC 10 + 1/2 your bloodrager level + your Charisma modifier) or be blinded for 1d4 rounds. You may use this ability a number of times each day equal to your Charisma modifier.
Dehydration Strike (Ex): The desert you draw your power from is a harsh master that demands the lives of your foes, allowing you to drain your enemies dry. At 4th level, while in a bloodrage, your desert blood saps all the moisture from the foes you strike, causing all your melee attacks to deal an additional 1d6 points of damage against living creatures. Plants and oozes are especially susceptible to this attack, instead suffering 2d6 points of damage, while creatures comprised entirely of water, such as water elementals, are even more vulnerable, suffering 3d6 points of damage. However, the desert in your blood also drains the liquid from your own body, and when your bloodrage ends, you become exhausted until you consume enough water to nourish yourself for 1 day. A ring of sustenance or similar ability cannot be used to circumvent this exhaustion.
Devouring Sands (Ex): As you learn to master the source of your mystic might, you can call upon desert sands to swallow your foes. You may only use this ability outdoors and while in a bloodrage. At 8th level, as a standard action, you may open a pit of sand beneath one of your foes within 30 feet, dragging him down into an extradimensional desert sand trap. The target must succeed on a Reflex save (DC 10 + 1/2 your class level + your Charisma modifier) or fall into the pit, which has a depth of 10 feet per caster level and has a space equal to the target’s space (5 feet for Small and Medium creatures, 10 feet for Large creatures, 15 feet for Huge creatures, and so on). The sides of the pit are sandy and can be climbed with a DC 10 Climb check. If you use this ability in a desert environment, the pit is twice as deep and is affected by a magic that actively pulls the target downward, imposing a -2 penalty to his Reflex saving throw, and increasing the DC of the Climb check by an amount equal to your bloodrager level. Finally, each round the target begins his turn at the bottom of the pit, he suffers 1d6 points of bludgeoning damage, as churning and swirling sands buffet him.
Mirage (Su): Your desert blood makes you exceptionally adept at creating illusions. At 12th level, whenever you cast an illusion spell, you may choose to have it be a mirage. If you do, the spell is automatically affected as though by the Enlarge Spell and Widen Spell metamagic feats, and cannot be dispelled. However, the illusion is easier to see through. Creatures gain a +4 bonus on Will saves to disbelieve the illusion, and may make a Perception check (DC 10 + your bloodrager level + your Charisma modifier) in order to see through the illusion (these checks are made automatically when the illusion is first perceived, and can be made again on subsequent rounds as a standard action which does not provoke attacks of opportunity).
Sandstorm (Su): You can call upon your connection to the desert in order to conjure a terrible sandstorm. Beginning at 16th level, you are able to manifest a sandstorm when you enter a bloodrage. If you do, the area within a 30-foot radius of you becomes filled with sand, granting all creatures within the area concealment (20% miss chance) and conjuring 40-mile-per-hour winds within the sandstorm. This sandstorm is centered on you and moves with you.
Sands of Time (Su): As your bloodline reaches its zenith, you can call upon the sacred desert sands to stop time itself. At 20th level, when you enter your bloodrage while in a desert environment, you may choose to be affected as though by the spell time stop. If you do, the rounds spent under the influence of the time stop do not count against the rounds of your bloodrage. You may use this ability as often as you like each day, but must wait at least 10 minutes between uses.
Your blood flows with the spirit of the majestic hawk. Whether this connection to the soaring lords of the skies is literal, from a polymorphing ancestor, or is more mystical or metaphorical nature, when under pressure, you can draw upon this power to outwit and outmaneuver your foes.
Bonus Feats: Alertness, Combat Expertise, Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse.
Bonus Spells: true strike (7th), see invisibility (10th), haste (13th), aerial assault* (16th).
Bloodline Powers: When you bloodrage, the world comes into focus, as though seen through the steely eyes of a soaring hawk. You move with incredible speed, and no weakness escapes your sight.
Tactical Prowess (Ex): Beginning at 1st level, whenever you are bloodraging, your hunter’s instincts allow you to make the most of any advantage in combat. This manifests itself in three different ways: first, you gain a +2 bonus on attack rolls for having higher ground, rather than the normal bonus. Second, whenever you use the charge action, you can choose to increase the bonus on attack rolls made as part of the charge to +4. If you do, the penalty to AC imposed by charging is also increased to -4. Finally, you gain a +2 bonus on attack and damage rolls made against characters that have not yet acted in the current combat (even if they are not flat-footed).
Eyes of the Hunter (Ex): Beginning at 4th level, while bloodraging, you gain a bonus on sight-based Perception checks equal to your class level. Additionally, the openings in your opponents’ defenses are plain as day to you. Whenever an opponent rolls a critical failure, he provokes an attack of opportunity from you.
Wings (Su): Beginning at 8th level, whenever you enter a bloodrage, you grow a pair of massive, feathery wings, like those of a hawk. You gain a fly speed of 60 feet, with good maneuverability. The wings persist as long as you continue to be bloodraging, and vanish when your bloodrage ends. They do not damage or harm your armor or other equipment.
Featherstorm (Su): Beginning at 12th level, with a mighty flap of your wings, you can rain a hail of razor-sharp feathers that are as hard as steel down on your foes. Doing so is a standard action, and inflicts 1d8 points of slashing damage per bloodrager level to all creatures in a 60-foot cone. A successful Reflex save (DC 10 + 1/2 your bloodrager level + your Charisma modifier) halves this damage. You can use this ability once per day. At 17th level, you can use it one additional time per day.
Talons (Ex): Beginning at 16th level, whenever you enter a bloodrage, your feet transform into massive talons, like those of a hawk. This is treated as a polymorph effect, except that it applies only to your feet; and any footgear that you may be wearing melds into your body. You gain two primary talon natural attacks, which deal damage as though you were one size category larger than you actually are (1d6 for a Medium creature, 1d4 for a Small creature). Finally, whenever you use the charge action, you can attack with both of your talons, in addition to any other attacks you would make as part of the charge. When your bloodrage ends, the talons revert back to normal.
Lord of the Skies (Ex): At 20th level, your hawk heritage is always accessible to you. You can benefit from the wings and talons bloodline powers even when you are not bloodraging. Resuming or suppressing either or both abilities is a standard action. Additionally, you are immune to the blind condition, as well as the spell slow, and any effect which functions as slow. These benefits apply even when you are not in a bloodrage.
Your blood rushes in your veins like a raging gale, speeding you headlong into carnage and destruction. One of your ancestors may have been a powerful creature of the skies, or you may simply be favored by the winds.
Bonus Feats: Combat Reflexes, Dodge, Fleet, Improved Initiative, Lightning Reflexes, Mobility, Weapon Finesse.
Bonus Spells: feather fall (7th), gust of wind (10th), wind wall (13th), wind tunnel* (16th).
Bloodline Powers: When you bloodrage, an eldritch wind whips about your body. Your battle cries are matched by furious gales, and your blows carry the power of a tempest.
Zephyr Strike (Su): At 1st level, as a standard action, you can create a subtle and powerful gust of wind, and use it to attack or hinder your foes. You can use this zephyr in one of two ways: to carry a thrown weapon to your foes, or to perform a combat maneuver at a range.
Carry a Thrown Weapon: With this version of the ability, you can throw a single melee weapon, treating it as a thrown weapon. You do not suffer a penalty for throwing the weapon, even if it is not meant to be thrown, and the weapon is treated as having a range increment of 20 feet (and a maximum range of 200 feet). The weapon returns to your hand at the end of your turn, carried by the same wind.
Perform a Combat Maneuver at a Range: With this version of the ability, you can perform a single combat maneuver on a foe up to 30 feet away. This does not provoke attacks of opportunity, even if you use this ability within the target’s threat range.
You can use this ability a total number of times per day equal to 3 + your Charisma modifier, in any combination of its two effects.
Gale Burst (Su): Beginning at 4th level, once per day as a standard action, while bloodraging, you can create a blast of wind which explodes from you in every direction, pushing back nearby creatures. Each creature within 20 feet of you must succeed on a Reflex save (DC 10 + 1/2 your bloodrager level + your Charisma modifier) or be pushed back 10 feet and knocked prone. For each size category larger than you that a creature is, it gains a +2 bonus on this saving throw, and for each size category smaller than you that a creature is, it suffers a -2 penalty.
Rush of Wind (Su): Beginning at 8th level, as a swift action, you can summon a torrent of wind that pushes you 60 feet in a straight line. This movement can allow you to pass over pits or chasms as though they were not there, and can also be used to move vertically (including movement diagonally up off the ground). Whatever way you move when you use this ability, you float a few inches off the ground, and so are unaffected by difficult terrain or similar effects that would slow your movement. Further, you are buoyed by a cushion of air for a few seconds at the end of your movement, allowing you to grab hold of nearby ledges or surfaces without difficulty, although once you have grabbed such a surface, you must make Climb checks, as normal, to climb further. You can use this ability once per day. At 12th level, and every 4 levels thereafter, you gain an additional daily use of this ability.
Howling Prison (Su): Beginning at 12th level, you can summon a howling tornado of wind, which encircles a single creature, restricting their movement. Once per day, as a standard action, you can force a single creature within 60 feet to succeed on a Reflex save (DC 10 + 1/2 your bloodrager level + your Charisma modifier), or be trapped by winds. A trapped creature is unable to leave its space without succeeding on a Strength check (DC 20 + your Charisma modifier). Success on this Strength check ends the howling prison effect entirely. While trapped, in order to cast a spell or use a spell-like ability, the trapped creature must succeed on a concentration check (DC 10 + your Charisma modifier + twice the spell’s level), or lose the spell. Finally, as long as the creature remains trapped, it suffers 4d6 points of sonic damage each round at the beginning of its turn. If 10 or more points of sonic damage are dealt this way in a single round, the target must succeed on a Fortitude save (DC 10 + 1/2 your bloodrager level + your Charisma modifier), or be deafened for 1 hour. The howling prison lasts for up to 1 round per 2 bloodrager levels you possess, or until the target escapes from the prison. At 16th level, and again at 20th level, you gain an additional daily use of this ability, but you must wait at least 1 minute after using this ability before it can be used again.
Eye of the Storm (Sp): Beginning at 16th level, whenever you are bloodraging, powerful supernatural winds whip around you. This functions as the spell control winds, with the following exception: the range and area of the effect are equal to 40 feet, the effect lasts for as long as you are bloodraging (and ends immediately if you cease bloodraging), and you cannot increase or decrease the wind speed by more than 4 levels. Your caster level for the purposes of this effect is equal to your bloodrager level.
Borne Aloft (Su): At 20th level, you are constantly surrounded by beneficial winds. You gain a fly speed equal to your base land speed, with perfect maneuverability. Further, you are immune to the effects of high wind speeds (although any projectiles you fire do not share this immunity, so penalties on ranged attacks still apply). Finally, these winds interfere with ranged attacks made against you, granting you a +4 circumstance bonus to AC against ranged attacks. This bonus does not apply against massive ranged weapons, such as giant-thrown boulders or attacks from siege weapons, nor does it apply to ranged attacks with non-physical projectiles such as rays. These benefits apply at all times, even when you’re not bloodraging.
And since we don't want to leave you high and dry, here are the new spells that each of these bloodlines use.
School illusion (shadow) [shadow]; Level bloodrager 4
Casting Time 1 standard action
Components V, S, M (a drop of your blood)
Range close (25 ft. + 5 ft./2 levels)
Effect one illusory duplicate
Duration 1 round/level
Saving Throw Will disbelief (if interacted with);Spell Resistance yes
You create an illusory double of yourself that is charged with violent energy and capable of doing real harm with its shadowy weapons. This spell functions similarly to project image, except that you cannot have spells you cast originate from the image. Instead, the projected image is able to harm creatures with its attacks, whether those are natural attacks or attacks with any weapons you might be wielding that are reflected in the image. Directing the projected image to make an attack requires the same type of action as the attack itself (standard for a single attack, or a full-round action to make a full attack action). The projected image uses the same attack and damage bonuses that you do (including any bonuses granted by feats, class features, high ability scores, or magic items in your possession). Creatures which disbelieve the illusion still suffer half damage from attacks which originate from the illusion.
School transmutation; Level bloodrager 4, magus 5
Casting Time 1 swift action
You sprout a pair of spectral wings, which carry you aloft at great speeds, allowing you to make a deadly surprise attack. You can immediately fly up to 120 feet. For the purposes of this movement, you have perfect maneuverability, granting you a +8 bonus on any Fly checks. At the end of your movement, you may make a single melee attack. You gain a +4 bonus on this attack. If you do not end your movement on solid ground, the spell deposits you slowly to the ground, as feather fall, for one round. If you do not reach the ground by the end of this time, you fall the rest of the way, and suffer damage normally.
School evocation [air]; Level bloodrager 4, druid 4, magus 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range 120 ft.
Effect line-shaped gust of hurricane-force winds, 15 feet wide, emanating from you to the extreme of the range
Duration 1 round/2 levels
Saving Throw none; Spell Resistance no
This functions similarly to gust of wind, but lasts longer, fills a larger area, and has more powerful winds. This spell creates a hurricane-force blast of air (approximately 75 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -12 penalty on Fly skill checks. Medium or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Large or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.
A Medium or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they succeed on a DC 20 Strength check.
Large or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check.
Huge or larger creatures may move normally within the spell’s effect.
This spell can't move a creature beyond the limit of its range.
Most ranged attacks are impossible in the area of a wind tunnel, and any range attack that originates in the spell’s area, targets a creature in the spell’s area, or passes through the spell’s area automatically fails. The only exception is ranged attacks from siege weapons and similarly-sized attacks (such as rocks thrown by a giant), which suffer a -8 penalty, instead.
All Perception checks in the area suffer a -4 penalty. Sound-based Perception checks are impossible within the spell’s area, as are attempts to hear anything inside the spell’s area from outside it, or to hear things on the other side of the spell’s area. Creatures within 30 feet of the area suffer a -4 penalty on sound-based Perception checks.
The force of the gust automatically extinguishes all flames, including protected flames.
In addition to the effects noted, a wind tunnel can do anything that a sudden blast of wind would be expected to do. It can topple small or weak trees, immediately disperse most clouds of gas or vapor, and so on.