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Bloodrager Dedication Feat 2


ArchetypeClassDedication
Source Pathfinder War of Immortals
Prerequisites Bloodrager

Drinking powerful blood has awakened magical potential within you. You gain a spell repertoire with two cantrips of your choice, from either the arcane or divine spell list. You choose these cantrips from the common spells for your tradition or from other spells you have access to on that tradition's spell list. At least one cantrip must require a spell attack roll. You're trained in spell attack modifier and spell DC. Your key spellcasting attribute for these spells is Charisma. Spells in your repertoire gain the rage trait while you are raging, and when you Cast a Spell from your repertoire, you become Drained 1 (or increase the value of your drained condition by 1); you can reduce the value of this condition only by Harvesting Blood (see below). You become trained in Arcana if you chose arcane cantrips or Religion if you chose divine cantrips. If you were already trained in this skill, you become trained in a skill of your choice. You also gain the Harvest Blood action.

There is a visceral power in blood. It sustains life through its flow. Bloodragers exist throughout societies in different forms. Matanji orcs are demon hunters that turn the power of fiendish blood against its vessels. The Skoan-Quah protect the tombs of their dead, preserved with containers of their fallen companions' blood. This blood is used by their closest living comrades in combat to utilize lost power and knowledge or drank during festivities to celebrate once more with their companions in battle. In Ustalav, cloaked ministers perform rituals with the blood of extraplanar entities to feed and strengthen their congregation against all manner of maladies and horrors. In Casmaron, divine entities coordinate with mortals to provide their blood as catalysts in wars against hidden threats.

Whatever the path, bloodragers have awakened magical powers to become dangerous forces of physical and magical might wherever there is blood to be found.

Additional Feats: 4th Split Shot; 8th Bespell Strikes; 12th Energy Ward

Bloodrager1st

Bloodrager Dedication Feat 2

Prerequisites Bloodrager


Drinking powerful blood has awakened magical potential within you. You gain a spell repertoire with two cantrips of your choice, from either the arcane or divine spell list. You choose these cantrips from the common spells for your tradition or from other spells you have access to on that tradition's spell list. At least one cantrip must require a spell attack roll. You're trained in spell attack modifier and spell DC. Your key spellcasting attribute for these spells is Charisma. Spells in your repertoire gain the rage trait while you are raging, and when you Cast a Spell from your repertoire, you become Drained 1 (or increase the value of your drained condition by 1); you can reduce the value of this condition only by Harvesting Blood. You become trained in Arcana if you chose arcane cantrips or Religion if you chose divine cantrips. If you were already trained in this skill, you become trained in a skill of your choice. You also gain the Harvest Blood action.

Source: Pathfinder War of Immortals

Blood Calls Blood Feat 4

Source: Pathfinder War of Immortals

Rising Blood Magic Feat 4

Source: Pathfinder War of Immortals

Siphon Magic Feat 6

Source: Pathfinder War of Immortals

Spelldrinker Feat 8

Source: Pathfinder War of Immortals

Hematocritical Feat 10

Source: Pathfinder War of Immortals

Surging Blood Magic Feat 12

Source: Pathfinder War of Immortals

Exultant Blood Magic Feat 18

Source: Pathfinder War of Immortals


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Archetype

This feat belongs to an archetype.

Class

Archetypes with the class trait fundamentally diverge from your class's specialties but still fit within the theme of your class. You can select a class archetype only if your class meets the criteria listed in the archetype's prerequisites. Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer. It might be possible to take a class archetype at 1st level if it alters or replaces some of the class's initial class features. The 1st-level ability is presented much like a class feature and includes the class archetype's prerequisites and rules on how it changes your class. If you select this ability, you must take that archetype's dedication feat at 2nd level, and you proceed normally afterward. You can never have more than one class archetype.

Dedication

Each archetype's dedication feat represents your character's dedicated effort learning a new set of abilities, making it impossible to split your focus and pursue another archetype at the same time. Once you take a dedication feat, you can't select a different dedication feat until you complete your dedication by taking two other feats from your current archetype. You can't retrain a dedication feat as long as you have any other feats from that archetype.