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Milo v3
2015-08-04, 03:50 AM
Primordial - Bloodrager Archetype
Many bloodragers possess elemental heritage that they can tap into for monstrous strength and endurance, but none are embraced by the elements as much as the primordials. When these warriors bloodrage, they transform into destructive and monstrous elementals.

Primoridal Bloodline: Primordials get their power from their elemental nature, thus a primordial must always take the elemental bloodline. This alters the bloodline class feature.
Primordial Bloodrage: When the primordial bloodrages, there body warps and shapeshifts into their element, causing the bonuses towards ability scores granted by bloodrage, greater bloodrage, and mighty bloodrage to be size bonuses rather than morale bonuses.
At 11th level, instead of being able to apply a spell to himself when he enters greater rage, the primordial gains a 5% chance of ignoring a critical hit or sneak attack per point of burn you currently possess. At 20th level, instead of being able to apply a spell to himself when he enters greater rage, the primordial gains a 10% chance of ignoring a critical hit or sneak attack per point of burn you currently possess. This alters the bloodrage, greater bloodrage, and mighty bloodrage class features.
Blood Talent (Su): At 4th level, the primordial gains the ability to use wild talents and make concentration checks for these wild talents while bloodraging. In addition, while bloodraging the primordial threatens all foes within his natural reach. If anyone provokes
an attack of opportunity from him, he can form his kinetic blade and make the attack, after which the weapon disappears. This replaces the blood casting.
Elemental Blade (Sp): Upon reaching 4th level, the primordial gains kinetic blast wild talent of his choice, as a kineticist of his class level. This kinetic blast must be a simple blast that matches his bloodline's element. In addition, the primordial gains the kinetic blade form infusion, which deals damage in d10's rather than d6's, physical blasts wielded in two hands add 1-1/2 constitution modifier to the damage roll (rather than just adding the constitution bonus), which deals damage in d12's rather than d10's when in bloodrage, and it costs 0 points of burn instead of 1 point of burn. He can't use his kinetic blast without a form infusion, nor can he ever use his kinetic blast with the chain, extended range, extreme range, foe throw, flurry of blasts, many throw, or snake form infusions, or with any other form infusion that requires a ranged attack roll or ranged touch attack roll. This ability replaces eschew materials.
Wild Talents: A fourth level primordial gains wild talents as a kineticist, except you gain new utility wild talents at levels 5, 7, 9, 11, 13, 15, 17, and 19 instead of the normal progression. This ability replaces spellcasting.
Burn: Upon attaining 4th level, the primordial gains the kineticist's burn class feature, except whenever the primoridal takes burn he can expend 2 rounds of rage for each point of burn taken, instead of taking non-lethal damage.
Infusion (Su): A fourth level primordial gains infusions as a kineticist, except you gain new infusion wild talents at levels 4, 6, 8, 10, 12, 14, 16, 18 and 20 instead of the normal progression. This ability replaces bloodline spells.
Primordial Defence (Su): At 7th level, a primordial gains his element’s defence wild talent, except his effective kineticist level for these wild talents are half his class level. This ability replaces damage reduction.
Power of the Blade (Su): At twelfth level the bloodline ability Power of the Elements also applies it's benefits to the primordial's kinetic blade if it is an energy blast. This ability alters the 12th level bloodline power, but does not stop other archetypes from trading the bloodline power away.
Titanic Form (Su): At 16th level, the primordial gains Kinetic Form as a bonus utility wild talent. This replaces the primordial's 16th level bloodline power.