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Bloodrager, Elemental rebalancing wave 1

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Jul 4th, 2015
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  1. Elemental
  2. [Legend:
  3. [^ = name change
  4. [* = blood rage only effect
  5.  
  6. The power of the elements resides in you, and at times you can bardely control its fury. This influence comes either from an elemental outsider in your family history or from a moment whn you and your ancestors were exposed to a powerful elemental force or cataclysm.
  7.  
  8. BONUS FEATS: Cleave, Dodge, Great fortitude, Improved initiative, Lightning reflexes, Power attack, Iron will.
  9.  
  10. BONUS SPELLS:
  11. ( 1st level ) Burning hands, 6/daily standard action; 1d6 elemental damage is delt in a 10ft cone, corisponding with the chosen element. Every other level a die is added to the damage role up to a maximum of 5d6, at 11th level your charisma modifier is added to the total damage.
  12.  
  13. ( 4th level) Thunder stomp, 7/daily standard action; roll against REF to trip one opponent of your size class or lower in 10 feet. At 10th level you may trip up to 3 opponents in 15 feet. At 14th level you may trip opponents 1 size class larger than you and the range is increased further to 20 feet.
  14.  
  15. ( 7th level) Protection from energy, 4/daily standard action; you are granted a sheild that makes you immune to a specified element. The sheild is taken down after it obsorbs 8 points per player level elemental damage or after 4 rounds. *During bloodrage it becomes a free action and will last indefinitely, though the sheild health is still active.
  16.  
  17. ( 13th level) Scorching ray, 4/daily standard action; fire up to 3 rays in 30ft lines, the rays may be fired at the same or different targets and deal 3d8 damage, if a single beam is used on a target it will apply a 4 + CHA modifier damage DoT, REF save ends. The rays and DoT gain 1 additional damage per level, up to a maximum of 5. At 19th level, your charisma modifier is added to DoT and ray damage
  18.  
  19. BLOODLINE POWERS (any may be swapped for 2 rage abilites listed on page 22 of advanced classes due to primalist):
  20. ( 2nd level) Elemental strikes, 3/encounter free action; for 1 round, add 1d4 bonus elemental damage to melee attacks. At 5th level the ability can be used 5 times. At 8th level the hit die is changed to 1d6. At 11th level the ability applies to all melee attacks without needing an action.
  21.  
  22. ( 4th level) ^Keen resistance, passive; you gain resistance 10 to your elemental type. *At 14th level while bloodraging, you are fully immune to your elemental damage type.
  23.  
  24. ( 8th level) Elemental movement, passive; you gain a special movement enhancement or type based on your chosen element. indicated in page 21 of the advanced classes book.
  25.  
  26. ( 12th level) ^Fury of the elements, passive; the elemental damage done by your elemental strikes and burning hands will bypass half of an enemeys resistance. Immune targets still take half damage.
  27.  
  28. ( 16th level) Elemental form, passive/free action; when entering bloodrage you will automaticly cast elemental body 3 on yourself, the effect lasts indefinitly untill you end your bloodrage. At 20th level, it is upgraded to elemental body 4.
  29.  
  30. ( 20th level) ^Ascended, passive; you gain immunity to sneak attacks and critical hits. This effect is active always, even while not bloodraging.
  31.  
  32. CLASS FEATURES (some of these are going to be nerfs! because i feel too op) :
  33.  
  34. ( 4th level) Spells; the blodrager gais the ability to cast a small number of spells drawn from the bloodrager spell list on page 22 of the advanced classes handbook, to cast the spell the bloodrager must have a charisma score higher than 10 + the spells level.
  35.  
  36. ( 17th level) Tireless bloodrage; the bloodrager is now only fatigued for half the time spent bloodraging, instead of double.
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