Pathfinder: Wrath Of The Righteous - P054 ~ Greenrager (sample)

Опубликовано: 16 Апрель 2026
на канале: Sorsha M
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--- Bloodrager Greenrager ---
the Bloodrager that has lost the natural magic resistance, & instead evolved divine Eldritch bloodrager powers that let them summon creatures AKA rage summoning powers on top of the rage ability that bloodragers/barbarians are known for. Bloodragers also get spells up to 4th lvl standard of a mage's spells (GR's 4th lvl mage spells come at lvl 13). at lvl 1 get to choose bloodline from: abyssal, arcana, celestial, any of dragon types, any elemental types, fey, hag, infernal, serpentine or undead - this being the source of your magic, you get bonus feats/spells/abilities/resistances/weaknesses tied to your bloodline type.
at lvl 1: Fast movement; GR landspeed is faster than normal for their race by 10 feet. (this benefit only applies when wearing light or medium armor or no armor at all & not carrying a heavy load). This bonus in landspeed will stack with any other bonuses or abilities the GR has or receives. at lvl bloodrage: GR can bloodrage for a number of rounds per day equal to 4 + GR constitution modifier. at each lvl after 1st the GR can bloodrage for an additional 2 more rounds. temporary increase in constitution (such as those gained through bloodraging or spells like bear's endurance) don't increase the total number of rounds a GR can bloodrage per day. while in bloodrage: GR gets +2 bonus on melee attack rolls, melee damage rolls, thrown weapon rolls, & will saving throws. in addition: GR also receives a -2 penalty to Armor Class (AC), but you also gain 2 temporary hit points per hit die. (HP). these temporary hit points are lost first when you take damage, disappear when bloodrage ends, and are not replenished if a bloodrager enters bloodrage again within 1 minute of GR previous bloodrage. the total number of rounds you can bloodrage per day is renewed every time they rest for 8 hrs. at lvl 1 bloodrager proficiencies: GR is proficient in simple weapons proficiency, Martial weapon's proficiency, armor (light) proficiency, armor (medium) proficiency, & shield proficiency. at lvl 2 Uncanny Dodge: GR senses react to danger even before their senses would normally allow them to do so. GR cannot be caught flat-footed, nor do they lose their Dexterity bonus to AC if the attacker is invisible. but you still lose your dexterity bonus to AC if GR is immobilized or if your opponent uses the feint action ability against you. (btw if... you have uncanny dodge from another class, this stacks with GR's uncanny dodge and makes it improved uncanny dodge instead). at lvl 3 unfettered fury: GR's fury will allow them to move through undergrowth with frightening speed and grace. you can move through difficult terrain with ease at your normal speed, without suffering dmg or impairment. at 5th lvl improved uncanny dodge: GR can no longer be flanked with this. this ability keeps rogue's from sneak attacking you while you are flanked. (the only way they can do so is if the rogue has 4 or more lvls more than their target does; then they can sneak attack you even if you have this ability). at 6th lvl: Summoning Rager: GR unlocks the secret to summoning allies from nature; you add summon nature's ally I to your list of summoning powers as an extra spell which allows you to summon a mite to attack enemies. at 7th lvl: Summoning Rager (2): GR gets Summon nature's ally II as a bonus spell: you can summon a natural giant frog or 1d3 mites to attack enemies. at 7th lvl (lvl 10, lvl 13, lvl 16, & lvl 19) damage reduction: GR gets to reduce the dmg they receive from enemies by weapons or natural attacks by 1, each of those lvls. at 9th lvl Furious summoning: creatures summoned by GR summon nature ally spells gain a +4 morale bonus to their STR & CON; the creatures also get 'woodland stride' ability: move through difficult terrain at NS without impairment/dmg. at lvl 11 this bonus increase to +6 and +8 on the 20th lvl. at 10th lvl Summoning Rager (3): GR gets to summon nature's ally III as a bonus spell you can summon a natural leopard, 1d3 natural frogs or 1d3+1 natural mites to attack enemies. at 11th lvl greater bloodrage GR melee attack rolls and melee damage/thrown weapon rolls increase to +3 and morale bonus on will saves increase to +3, & you can cast a spell of 2nd lvl or lower as swift action during bloodrage the spell must have a 'touch' or 'self' range. at 13 lvl Summoning Rager (4): GR can cast summon natures ally IV as bonus spell; summoning to your side a natural dire boar, 1d3 natural leopards, 1d4+1 natural giant frogs. at 14 lvl indomitable will: 4+ bonus on will saving throws to resist enchantments but... only while bloodraging. stacks with all bonuses that GR already has or gets. at lvl 17 Tireless Bloodrage: GR no longer gets fatigued after bloodrage use. at 20th lvl Mighty Bloodrage; GR morale bonus to attack and damage rolls increase to +4. their morale bonus on will saves increase to +4 furthermore the spell usage during Bloodrage is no longer restricted to just lvl 2 or lower.