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upho
2015-09-15, 10:31 AM
http://res.cloudinary.com/upho/image/upload/v1411997852/Wrathblood_clawed_huge_wp55gz.png
- Bloodrager Archetype -

http://res.cloudinary.com/upho/image/upload/v1411998056/Wrathblood_horrid_horror_cropped_70_eyeglows_r4lla b.jpg
Wanna be scarier than the monsters for once? Play a pitborn (http://www.d20pfsrd.com/races/other-races/featured-races/arg-tiefling#TOC-Variant-Tiefling-Heritages) wrathblood of the abyssal bloodline (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/paizo---bloodrager-bloodlines/abyssal).

While the supernatural heritages of all bloodragers can transform them into formidable combatants if their anger is awakened, only a select few dares to fully embrace the power of the bloodrage. These rare individuals are called wrathbloods, and they are known to forsake both steel and spell in battle, relying solely on the fearsome changed shapes provided by their bloodrage. In truth, a wrathblood eventually becomes more at home in her monstrous forms than her normal body, and her bloodrage becomes a meditative state of calm focus, even as she unleashes bloody carnage on her foes in a perfected ballet of claws, fangs and tentacles.

As wrathbloods tend to be of races and bloodlines which grant them beastial features, and as their bloodrage can be terrifying to behold, even when used in the most merciful manner for the most noble of purposes, they are typically feared and subjected to much prejudism even in highly civilized cultures. For this reason, most wrathbloods try to hide their talents from all but their closest friends, and many are loners or members of violent primitive tribes living outside of civilized society. Still, there are communities where wrathbloods are welcome, typically those with a famous local wrathblood hero or a nearby monk monastery which accepts wrathbloods of suitable mindsets as students, despite their strange heritages and unorthodox fighting styles.


This thread replaces this one (http://www.giantitp.com/forums/showthread.php?370168-Wrathblood-a-T3-quot-monster-quot-bloodrager-archetype-PEACH!&p=18060747#post18060747) as the OP had hit the maximum allowed characters limit.


The wrathblood archetype was made with the following mechanical objectives:

Full BAB melee focus
Tier 3 versatility/power (comparable to for example inquisitor or magus, or more accurately the Path of War classes, especially the stalker)
Easy to play (especially in combat)
Versatile and effective utility/non-combat abilities
Enable several effective mechanically different character builds
Retain relative effectiveness/usefulness in higher level games

In terms of flavor, the wrathblood is intended to fill a "monster-PC" niche and to provide a PC option focusing on natural attacks, without suffering from the problem of "early-level OP - late-level UP", needless complexity or flavor compromises typically associated with other natural attack class/archetype options. In contrast to for example the Summoner, the wrathblood allows the PC to actually transform into the monster rather than have a monster pet. Likewise, unlike for example the Unchained Summoner's eidolon and the various "polymorph into certain existing creature"-spells, the wrathblood isn't limited to the abilities of a certain creature sub-type or specific creature, but can emulate virtually any existing creature or form highly unique shapes never seen before, and may even alter and improve polymorph effects granted by bloodrager bloodline powers. Anything from simply growing a tail to becoming a huge five-headed dragon, a highly poisonous flying octopus, or virtually any other combination of shapes and abilities imaginable is possible with the wrathblood archetype.

In short, the wrathblood archetype replaces or changes 17 of the 35 bloodrage features, most notably:

Martial weapon and shield proficiency replaced with Improved Unarmed Strike as bonus feat at 1st level, and primary natural attacks gaining the benefits of feats with IUS as prerequisite or feats which augment unarmed strikes.
Uncanny dodge, improved uncanny dodge and spell casting are replaced by the ability to manifest eidolon evolutions while bloodraging, starting with 1 + Cha mod evolution points at 2nd level, and ending with 7 + Cha mod points at 20th level.
Blood casting and eschew materials are replaced by the ability to trade rounds of bloodrage to manifest evolutions of up to twice the above number of evolution points for 1h while not in combat, starting with 1/day at 4th level and ending with 5/day at 20th level.
Style feats can be taken instead of bloodline bonus feats, and the wrathblood can enter one style feat stance with the same free action used to enter a bloodrage at 6th level, or two stances at 15th level, and can also use two styles simultaneously at 9th level (prerequisites and fuse styles ability near identical to the master of many styles monk archetype).
Bloodline bonus spells are replaced by the ability to trade rounds of bloodrage to gain the effects of each evolution surge spell 2/day during a bloodrage (starting with the lesser spell at 7th level and ending with the greater at 13th level), or as an immediate or swift action for 1 round (at 16th level).





http://res.cloudinary.com/upho/image/upload/v1411997937/Wrathblood_archetype_features_glisten_ge64ei.png

A wrathblood relies on her natural attacks in combat, developing her own unique fighting style which blends the ferocious powers of her bloodrage (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Bloodrage-Su-) with techniques similar to the martial arts practiced by monks. The wrathblood must have at least one primary natural attack (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks) in order to benefit from her monstrous warrior and monstrous style (described below) abilities. Any source may provide this attack (race, bloodline power, feat etc), as long as the attack is available while the wrathblood is bloodraging.

The wrathblood does not gain Handle Animal, Knowledge (arcana), Ride or Spellcraft as class skills, and she is not proficient with martial weapons or with any shields. Instead, she gains Fly, Knowledge (planes), Stealth and one other skill of her choice as class skills, and at 1st level, she gains Improved Unarmed Strike (http://www.d20pfsrd.com/feats/combat-feats/improved-unarmed-strike-combat---final) as a bonus feat. In addition, her primary natural attacks gain the benefits of her feats that have Improved Unarmed Strike as a prerequisite, as well as those that augment an unarmed strike, and she may treat her wrathblood levels as monk levels for the purpose of qualifying for combat feats.

The benefits of monstrous warrior are subject to the level-dependent maximum number of attacks the wrathblood can make per turn, as detailed in the 'Archetype Progression Table' section below.

This replaces blood sanctuary (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Blood-Sanctuary-Su-) and martial weapon and shield proficiency, and alters skills.



A wrathblood thrives on the paradoxes and contradictions of her mixed heritage. Surrendering herself completely to her bloodrage, she learns to unlock the infinite possibilities contained in her combined blood. At 2nd level, she gains evolution points equal to 1 + her Charisma modifier (minimum 1), and she may exchange one of her bloodline powers for +2 additional evolution points. She must spend these on eidolon or wrathblood evolutions, which she will manifest while in bloodrage. While manifested, the evolutions are treated as (Ex), (Su) or (Sp) abilities according to their descriptions, although the ability to add them when entering a bloodrage is supernatural. The wrathblood can change which evolutions to manifest and which bloodline power to exchange for additional evolution points (if any) whenever she gains a level, but not at any other time. At 5th level, and at every third level thereafter (8th, 11th, 14th, 17th and 20th), her pool of evolution points increases with +1.

For the purpose of qualifying for evolutions, a wrathblood treats her wrathblood levels as summoner levels, and counts as an eidolon of the appropriate base form (usually biped) with the evolutions corresponding to any abilities or traits from other sources. (For example, a half-orc (http://www.d20pfsrd.com/races/core-races/half-orc) wrathblood with the Toothy alternate racial trait counts as a biped eidolon with the bite evolution, but does not have the claws evolution the biped eidolon base form normally has, while a tiefling (http://www.d20pfsrd.com/races/other-races/featured-races/arg-tiefling) with the Prehensile Tail alternate racial trait wearing a Helm of the Mammoth Lord (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/helm-of-the-mammoth-lord) counts as a biped eidolon with the tail and gore evolutions.) This does not allow her to be treated as an eidolon for any other purpose (for example, she can not be affected by the transmogrify or evolution surge spells and she does not qualify for the Extra Evolution feat).

The wrathblood may choose any evolution she qualifies for, except for the large, huge and ability increase evolutions, and if she chooses the skilled evolution, she gains a +4 bonus to the selected skill even while she is not in bloodrage (see also the monstrous size evolution below). In addition, she can manifest any chosen evolution(s) in conjunction with any altered shape granted by her bloodline powers or other polymorph abilities, provided her transformed shape has the necessary appendages and abilities to allow for the evolution. (For example the poison evolution can not be added to a shape which lacks a bite or sting attack, and neither can a sting attack be added to a shape that does not have a tail). She may also choose to replace any existing ability of her polymorphed shape with one of her applicable evolutions if both can not be manifested simultaneously, just as when adding evolutions to her normal shape.

While bloodraging, a wrathblood also gains a bonus equal to half the evolution points of her manifested evolutions to Intimidate (http://www.d20pfsrd.com/skills/intimidate) skill checks, to the DC used when an opponent attempts to demoralize her, and on saving throws against fear effects.

Although a wrathblood does not gain the ability to cast bloodrager spells, she treats her bloodrager level as her Caster Level, which she may use to determine the number of evolution points she can spend on her shape of wrath and focused form evolutions and her effective Summoner level when choosing evolutions, as well as any level-dependent effects of evolutions and any spell-like abilities dependent on her bloodrager Caster Level. If she takes levels in another class, she can increase her bloodrager Caster Level up to a maximum equal to her character level as normal, for example via the Magical Knack (http://www.d20pfsrd.com/traits/magic-traits/magical-knack) trait or by taking levels in a prestige class which increases her bloodrager Caster Level, such as the Dragon Disciple (http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/dragon-disciple). In addition, she still qualifies for prestige classes which requires her to be able to cast bloodrager spells, treating her wrathblood levels as standard bloodrager levels for the purpose of determining whether she meets related prerequisites. (For example, at 11th level she meets the "Able to cast 3rd-level arcane spells" prerequisite of the Eldritch Knight (http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/eldritch-knight) prestige class, just like a standard bloodrager would. Note that although most such prestige classes increases her bloodrager Caster Level, they can not ever give her the ability to cast bloodrager spells or to use her bloodrager Caster Level for purposes other than those described above, so any features or abilities the prestige class grants that are dependent on casting spells are wasted without levels in another class which grants her the ability to cast applicable spells.)

Any attacks, and/or evolutions applied to attacks, granted by shape of wrath are subject to the level-dependent maximum number of attacks the wrathblood can make per turn, as detailed in the 'Archetype Progression Table' section below.

This replaces uncanny dodge (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Uncanny-Dodge-Ex-), improved uncanny dodge (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Improved-Uncanny-Dodge-Ex-) and spell casting (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Spell-Casting).



At 4th level, a wrathblood can control the powers of her mixed blood more precisely, enabling her to take drastically different shapes during short periods of time free from other distractions. Once per day when not in a bloodrage, she may spend 2 rounds of bloodrage to manifest evolutions of up to twice the number of evolution points granted by her shape of wrath ability. The evolutions manifest for one hour (or fraction thereof) or until the wrathblood chooses or is forced to change back, whichever comes first. Changing into focused form or back into normal form is a full-round action that does not provoke attacks of opportunity.

When using focused form, the wrathblood is treated as a summoner of her level for the purpose of qualifying for evolutions. She may choose any eidolon or wrathblood evolution for which she qualifies, except for the Intelligence, Wisdom or Charisma ability increase evolution. In addition, at the cost of 1 evolution point, she may change into any other eidolon base form, gaining the associated free evolutions while losing those associated with her normal form and those granted by any source other than focused form. Changing base forms does not change a wrathblood’s base ability scores or saving throw bonuses.

Unless the wrathblood’s chosen focused form is close to her normal form, worn equipment melds with the wrathblood’s body while she is using focused form, as if she was affected by a polymorph (http://www.d20pfsrd.com/magic#TOC-Transmutation-Polymorph) spell. Similar to a summoner’s eidolon, the wrathblood can take on any superficial appearance she prefers when using focused form. If her visible evolutions (limbs, size etc.) and appearance also corresponds to that of a type of creature she is familiar with, she gains a bonus equal to the number evolution points granted by this ability to Disguise skill checks made to pass as a creature of that type.

A wrathblood can not use bloodrage while using focused form or vice versa. If any attack or effect causes her to take Hit Point damage greater than her level, any ability damage, if she fails to avoid a negative condition, or if she takes any offensive action while using focused form, she immediately reverts back to her normal form. Because of the abrupt change of forms, she takes ability damage (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Ability-Score-Damage) to Charisma equal to half the number of evolution points used by the focused form, and is dazed (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Dazed) for one round. This ability damage and dazed condition can not be avoided in any way, even if the wrathblood is normally immune to either effect.

At 8th level and every four levels thereafter, the wrathblood gains an additional use of focused form, for a total of five uses per day at 20th level. When one use is about to expire, she can extend the time by spending another use of the ability as a free action, allowing her to remain in a focused form for up to as many hours as she has uses. She still needs to take a full-round action to change manifested evolutions or base forms.

This replaces blood casting (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Blood-Casting-Su-) and eschew materials (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Eschew-Materials).



Whenever a wrathblood gains a bloodline bonus feat, she may instead select a bonus style feat (http://www.d20pfsrd.com/feats/style-feats) or the Elemental Fist (http://www.d20pfsrd.com/feats/combat-feats/elemental-fist-combat) feat. She does not have to meet the prerequisites of that feat to gain its benefit while using her primary natural attacks, except the Elemental Fist feat.

Alternatively, the wrathblood may choose a feat in that style’s feat path (such as Wolf Trip (http://www.d20pfsrd.com/feats/combat-feats/wolf-trip-wolf-style)) instead of one of her bloodline bonus feats or as one of her regular feats, as long as she has the appropriate style feat (such as Wolf Style (http://www.d20pfsrd.com/feats/combat-feats/wolf-style-combat-style)). Provided the wrathblood gained the style’s initial feat as a bonus feat, she does not have to meet any other prerequisite of the feat in the path to gain its benefit while using her primary natural attacks, even if she selects it as one of her regular feats. She still has to meet all the prerequisites of her chosen style feats in order to gain any of their applicable benefits when attacking with anything other than a primary natural attack (for example if attacking with a manufactured weapon or a secondary natural attack). In addition, while using a style feat granted by monstrous style, she is limited to the maximum number of natural attacks per turn listed in the table of the shape of wrath feature.

At 6th level, the wrathblood can enter the stance of a style feat she knows as part of the free action used to enter a bloodrage. At 9th level, a wrathblood can fuse two of the styles she knows into a more perfect style, allowing her to have two style feat stances active at once, and enter or switch one or two stances as a swift action. At 15th level, the wrathblood can enter two stances as part of the free action used to enter a bloodrage.

If the wrathblood has levels in another class which also grants her bloodline bonus feats from her bloodrager bloodline (such as a wrathblood of the draconic bloodline with levels in the Dragon Disciple prestige class), she can also exchange those bonus feats for style feats as described above. Levels in such a class does not advance the level-dependent benefits granted by this ability (such as the ability to fuse styles).

Any attacks, and/or effects augmenting natural attacks, granted by the monstrous style bonus feats are subject to the level-dependent maximum number of attacks the wrathblood can make per turn, as detailed in the 'Archetype Progression Table' section below. (This excludes the benefits of any of the wrathblood's style feats which she selected and would have been able to use regardless of monstrous style, as well as benefits which don't grant or augment attacks.)

This adds options to the bloodrager's bloodline feats (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Bloodline), and can be combined with another archetype which alters or adds options to bloodline feats (such as the crossblooded rager (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/archetypes/paizo---bloodrager-archetypes/crossblooded-rager)).

Special: If the Path of War supplement is used in the game, at the DM’s discretion, a wrathblood may select a style feat (as described) or a Martial Training (http://www.d20pfsrd.com/path-of-war/feats#TOC-Martial-Training-I-Combat-) (I - VI) feat for which she qualifies instead of a bloodline bonus feat. If she selects the Broken Blade (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/broken-blade-maneuvers), Steel Serpent (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/steel-serpent-maneuvers), Thrashing Dragon (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/thrashing-dragon-maneuvers) or Veiled Moon (http://www.d20pfsrd.com/path-of-war/disciplines-and-maneuvers/veiled-moon-maneuvers) discipline, she also treats her primary natural attacks as weapons associated with that discipline. For the purpose of meeting maneuver prerequisites in the discipline and determining their benefits, she may also treat any single primary natural attack she has as a wielded manufactured melee weapon, and if she has two claw attacks, she may treat those as wielded manufactured weapons and herself as two-weapon fighting. Unlike with style feats, she has to meet all prerequisites of a Martial Training feat, as normal, even if she selects it as one of her bonus feats.



At 7th level, a wrathblood gains lesser surge of wrath, enabling her to improve her shape of wrath ability. Twice per day when initiating bloodrage, the wrathblood may spend 2 rounds of her daily allotment of bloodrage rounds for an additional evolution of up to 2 additional evolution points. This ability functions like the spell lesser evolution surge (http://www.d20pfsrd.com/magic/all-spells/e/evolution-surge), except as noted here. Using a surge of wrath ability is a part of initiating bloodrage, and does not require a separate action, and unlike the evolution surge spells, the evolution points granted can be used to enhance evolutions granted by shape of wrath (for example to increase the wrathblood's flight ability or the strength of her poison). The evolution(s) manifests until the bloodrage has ended.

At 10th level, a wrathblood also gains surge of wrath, and may twice per day spend 4 rounds of bloodrage for an additional evolution of up to 4 evolution points, as per the evolution surge (http://www.d20pfsrd.com/magic/all-spells/e/evolution-surge) spell. At 13th level, the wrathblood also gains greater surge of wrath, and may twice per day spend 6 rounds of bloodrage for two additional evolutions of up to 6 evolution points, as per the greater evolution surge (http://www.d20pfsrd.com/magic/all-spells/e/evolution-surge) spell. The uses of surge of wrath stack, but no two uses can be active during the same bloodrage. (At 13th level, each day the wrathblood thus has two uses of lesser surge of wrath, granting her 2 evolution points during two bloodrages, two uses of surge of wrath, granting her 4 evolution points during another two bloodrages, and also two uses of greater surge of wrath, granting her 6 evolution points during another final two bloodrages.)

At 16th level, a wrathblood can use surge of wrath as a swift action, or as an immediate action when targeted by an attack, even while not in a bloodrage or while another use of surge of wrath is active. The evolutions gained in this way manifest for one round, and are in addition to any evolutions already being manifested, including those gained by using this ability when initiating a bloodrage.

A wrathblood using this ability selects evolutions as per the shape of wrath ability (no huge or ability increase evolution, large evolution replaced with monstrous size), except she may change evolutions between uses. Likewise, the effective summoner level of a wrathblood with levels in other classes is determined by her bloodrager Caster Level (as detailed in the shape of wrath ability) when using this ability. In addition, if she has levels in a class which stacks with her bloodrager levels when determining her bloodline powers (such as the Dragon Disciple prestige class), the levels also stack for the purpose of determining all level-dependent benefits of this ability.

Any attacks and/or effects applied to attacks granted by surge of wrath evolutions are subject to the level-dependent maximum number of attacks the wrathblood can make per turn, as detailed in the 'Archetype Progression Table' section below.

This replaces bloodline bonus spells (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager#TOC-Bloodline).







Level
Special

Max Attacks*



1
Monstrous Warrior Improved Unarmed Strike

2



2
Shape of Wrath +1 evolution point

2



3
-

2 + 1 secondary



4
Focused Form 1/day

2 + 1 secondary



5
Shape of Wrath +2 evolution points

3



6
Monstrous style feat, enter 1 stance with bloodrage

3



7
Lesser Surge of Wrath 2/day

3



8
Focused Form 2/day; Shape of Wrath +3 evolution points

3 + 1 secondary



9
Monstrous style feat, fuse styles

3 + 1 secondary



10
Surge of Wrath 2/day

4



11
Shape of Wrath +4 evolution points

4



12
Focused Form 3/day; Monstrous style feat

4



13
Greater Surge of Wrath 2/day

4 + 1 secondary



14
Shape of Wrath +5 evolution points

4 + 1 secondary



15
Monstrous style feat, enter 2 stances with bloodrage

5



16
Focused Form 4/day; Surge of Wrath as swift/immediate

5



17
Shape of Wrath +6 evolution points

5



18
Monstrous style feat

5 + 1 secondary



19
-

5 + 1 secondary



20
Focused Form 5/day; Shape of Wrath +7 evolution points

6



*'Max Attacks' lists the maximum number of attacks or combat maneuvers a wrathblood can make in a full attack if one or more of the attacks are granted and/or augmented by her shape of wrath or surge of wrath evolutions, monstrous warrior benefits, or monstrous style feats. The listed number depends on the wrathblood's total character level (not her class level) and does not limit the number of attacks of opportunity she can make during her full attack or any other additional attacks granted regardless of her base attack bonus or the number of natural attacks, limbs or wielded weapons she has (such as the additional attack granted by the haste (http://www.d20pfsrd.com/magic/all-spells/h/haste) spell or certain martial maneuvers), but includes any other attack, regardless of source (evolution, item, two-weapon fighting, iterative from a high base attack bonus etc). During levels listed with a "+1 secondary", the maximum increases with one additional attack which can only be a secondary natural attack. If the wrathblood has more available attacks than the number listed for her character level, she must choose which attacks to make during her turn in order to benefit from the associated wrathblood features. She can also choose to reduce a primary attack to a secondary attack during levels when she is allowed to make an additional secondary attack, changing the primary attack’s values and effects accordingly (including removing the benefits of wrathblood features limited to primary attacks, such as the benefits granted by feats with Improved Unarmed Strike as a prerequisite and the benefits of style feats granted by monstrous style).

If the wrathblood chooses not to make any attacks subject to the limitations, she is also not limited to the maximum number listed for her level. She must decide whether to do so before making her first attack in a round, and her choice remains in effect until the start of the next round, typically affecting both the maximum number of attacks she has available during her turn as well as the potency of those attacks during the round.



The wrathblood can currently be combined with the crossblooded rager (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/archetypes/paizo---bloodrager-archetypes/crossblooded-rager) and primalist (http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/archetypes/paizo---bloodrager-archetypes/primalist) archetypes.

upho
2015-09-15, 10:32 AM
http://res.cloudinary.com/upho/image/upload/v1442200536/Wrathblood_evolutions_short_jin9e1.png
The following evolutions can be selected by a wrathblood who meets the prerequisites, using the same rules as those governing her eidolon evolutions. Besides perhaps the spikes, tiny and diminutive evolution, I would not recommend making the evolutions available to summoners (or other classes with access to the eidolon evolutions) without carefully considering their potential when combined with other abilities such as a much larger pool of evolution points, unrestricted access to eidolon evolutions, or eidolon base forms other than biped.


Merged Amulet (Su)
The wrathblood can associate a magic item with her changed bloodrage shape, allowing its magic to take effect when in bloodrage. The wrathblood gains an additional magic item slot which may only hold an Amulet of Mighty Fists (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/amulet-of-mighty-fists). The amulet remains around her neck even while she is not in bloodrage, but does not provide any benefits until she enters bloodrage. The amulet functions as normal if it is removed. (This evolution allows the wrathblood to gain the vital benefits of an Amulet of Mighty Fists without having to sacrifice other items that normally also occupies the neck slot, or to make such items more expensive. In other words, it gives her the "magic weapon slot" that weapon-wielding characters have.)


Small Base Form (Ex)
A large or medium wrathblood can choose to take on a Small base form without spending any evolution points when using any ability which allows her to manifest evolutions. This is treated as any other evolution, using the rules of the specific ability used. A Small wrathblood gains a +2 bonus to her Dexterity score and takes a –2 penalty to her Strength score. She also gains a +1 size bonus to her AC and attack rolls, a –1 penalty to her CMB and CMD scores , a +2 bonus on her Fly skill checks, and a +4 bonus on her Stealth skill checks. The damage of all of her attacks are also reduced by one step from Medium size (1d6 becomes 1d4, 1d4 becomes 1d3). These values are doubled if the wrathblood originally was Large size. These changes replaces those applied to eidolons of a Small size base form.


Tripping Fang (Ex)
The wrathblood has hooked or barbed weapons which deal less damage but can easily catch the target's skin, clothing or armor, making them excellent tools for tripping opponents. Choose one type of natural attack (such as claws, bite or sting). The damage die size of the chosen attack type is reduced by one category (1d8 becomes 1d6, 1d6 becomes 1d4 etc), in addition to any other effects affecting the damage die size. The chosen attack type ignores the immunity to the trip combat maneuver flying creatures normally have. When the wrathblood uses the attack to successfully trip a flying target, the target does not fall prone, but instead takes a -2 penalty to AC and attack rolls, and its fly and land speed is halved. These effects remain until the target spends a move action to remove the them, which provokes attacks of opportunity. This is treated as a trip combat maneuver in all other respects, and it triggers any actions which are normally triggered by a creature falling prone (and is thus compatible with for example the Greater Trip, Wolf Trip or Vicious Stomp feats). The wrathblood must have the trip evolution or the Improved Trip feat to select this evolution.




Blightburn Poison (Ex)
The wrathblood’s body absorbs even the most minute traces of blightburn she comes into contact with and stores it in her poison glands, strengthening her poison with the terrible power of the concentrated mineral. A creature which fails its saving throw against the wrathblood’s poison is afflicted with blightburn sickness (http://www.d20pfsrd.com/gamemastering/afflictions/diseases/blightburn-sickness) (no save) and takes 2d6 points of fire damage per round. A successful caster level check (DC = 10 + wrathblood level + Constitution modifier) is also required to affect the poisoned creature with magic of the teleportation subschool. This is in addition to the other effects of the poison.

Even a creature immune to poison or which makes a successful saving throw is afflicted with blightburn sickness if it takes damage from the poisonous attack, but is granted a saving throw to avoid the disease. Until the poison is cleaned away with a successful DC 15 Heal check, such a creature also takes 1d6 points of fire damage per round, and a successful caster level check (DC = 10 + 1/2 wrathblood level + Constitution modifier) is required to affect the creature with magic of the teleportation subschool.

The wrathblood is immune to the effects of blightburn while manifesting this evolution. She must have the poison evolution and be at least 8th level to select this evolution. She may also spend additional evolution points to further enhance her blightburn poison with one or both of the following:

Lethal Injection If 1 additional evolution point is spent, the DC of the wrathblood’s poison gains a bonus equal to half the ability score modifier used when making the poisonous attack (Strength or Dexterity). Poison with this evolution can affect any creature not immune to the effects of blightburn, though a creature normally immune to poison gains a +5 bonus to the saving throw. The wrathblood must be at least 11th level to select this evolution.
Mage Cage Poison (Su) If 2 additional evolution points are spent, a creature taking damage from the wrathblood’s poisonous attack, but which avoids being poisoned, can not be affected by any kind of extradimensional travel (as per the dimensional anchor (http://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor) spell) until the poison has been cleaned away. A poisoned creature is also restricted to the plane where the wrathblood made the attack, and can not benefit from any extradimensional perception or attack forms, or any magic or supernatural effects which augments its movement (such as those granted by the fly, freedom of movement or haste spells). Any ongoing such effects are suspended until the creature successfully saves against the poison. The wrathblood must be at least 14th level to select this evolution.


Monstrous Flurry (Ex)
The wrathblood is capable of attacking with blinding speed, shredding her opponents in a flurry of claws and fangs. Whenever she takes a standard or full-round action which includes only one attack (roll), she can make an additional natural attack against the same target. This additional attack is made using the same bonuses and penalties a standard action attack would have in the same circumstances. The wrathblood must be at least 5th level to select this evolution. She may also spend additional evolution points to enhance her monstrous flurry with one or both of the following:

Monstrous Pounce For one additional evolution point, the wrathblood can make a full attack using her natural attacks at the end of a charge (none of her attacks can be made using wielded weapons or unarmed strikes). The wrathblood must be at least 7th level to select this evolution.
Monstrous Opportunist For one additional evolution point, once per round and opponent, the wrathblood can make two natural attacks instead of one whenever she is granted an attack of opportunity. This still counts as a single attack of opportunity (she does not need the Combat Reflexes feat in order to benefit from this evolution once per round). Only one of these two attacks may be used to make a Combat Maneuver, regardless of any other abilities she may have. The wrathblood must be at least 11th level to select this evolution.


Powerful Charge (Ex)
The wrathblood gains the powerful charge (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Powerful-Charge-Ex-) special attack, making her horns or tusks devastating weapons when she charges opponents. Once per round, one of her gore attacks deals twice the normal damage when successfully used in a charge (extra damage resulting from a critical hit or precision damage are not doubled), and she is treated as having the powerful charge special ability for the purpose of meeting the prerequisites of feats. The wrathblood must have a Strength score of 26 or higher (while bloodraging) and a gore primary attack to select this evolution.


Spikes (Ex)
The wrathblood grows several long, hard and needle-sharp spikes from her knuckles, lower arms, shin bones or other parts of her body. These spikes grant the wrathblood a secondary spike attack which deals 1d4 points of piercing damage (1d6 if Large, 1d8 if Huge). The reach evolution can not be applied to the spike attack, but it can be chosen for the poison evolution (in place of a bite or sting attack). Additionally, a creature that attempts to grapple the wrathblood takes 1d4 points of piercing damage (1d6 if Large, 1d8 if Huge) per grapple combat maneuver check. The spikes prevent the wrathblood from wearing heavy armor of any kind or material. She must have the improved natural armor evolution to select this evolution.

Blades For 1 additional evolution point, the spikes become razor-sharp blades, resembling curved daggers or the darkened teeth of some gigantic monster. These blades have the same benefits and limitations as the spikes, but replaces the spike attack with a primary blade attack which deals 1d6 points of slashing damage (1d8 if Large, 2d6 if Huge), and alters the damage per grapple combat maneuver check accordingly. Once per round, while the wrathblood is moving, she can also make this blade attack as an attack of opportunity against an opponent in a space adjacent to the space she is leaving. She must move at least 10 feet in a straight line in order to make this attack, and she must have moved at least 5 feet prior to the attack. This attack is resolved after any attacks of opportunity provoked by her movement.




Hooked Tentacles (Ex)
A pair of the wrathblood’s tentacles are particularly well-adapted for catching and holding her prey, having strong suction cups with large hooked claws at their tips. These replace two secondary tentacle attacks, tails or a pair of limbs (arms) with two primary hooked tentacle attacks, which deal 1d4 bludgeoning and piercing damage (1d6 if Large). The hooked tentacles are treated as normal tentacle attacks for the purpose of applying other evolutions to them, and both hooked tentacles gain additional reach if the reach evolution is applied to either one. The poison evolution can be added to a pair of hooked tentacles (in place of a bite or sting attack), as well as the constrict evolution, even if the wrathblood does not have the serpentine base form (both hooked tentacles must be used in a grapple in order to deal constrict damage equal to that of one hooked tentacle attack). If this evolution is added to a pair of tails or limbs (arms), any attacks associated with the limbs are replaced with the hooked tentacle attacks. This evolution can be selected more than once, replacing two tentacle attacks, two tails or a pair of limbs (arms) each time it is selected. The wrathblood must have at least two tentacle attacks, two tails or a pair of limbs (arms) to select this evolution.

When used in tandem, a pair of hooked tentacles with the grab evolution can allow the wrathblood to avoid the grappled condition when she grabs an opponent. She must be able to attack a single creature with both hooked tentacle attacks during the same turn, and use the grab ability of her first hooked tentacle attack to initiate a grapple. By choosing not to make her second hooked tentacle attack and instead use the limb to assist in the grapple, she takes a -5 penalty to her CMB check to initiate the grapple (instead of the normal -20). If the grapple attempt is successful, she may maintain the grapple using only the two hooked tentacles and avoid the grappled condition, as described in the grab ability (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex-) rules. Similarly, whenever she makes her first grapple check to maintain a grapple during her turn, she may decide to use only the two hooked tentacles, even if she initiated the grapple normally, thereby avoiding the grappled condition and taking only a -5 penalty to her CMB checks to maintain the grapple until the start of her next turn. She deals automatic damage with both hooked tentacles, plus any constrict damage, whenever she successfully maintains her hold. If the wrathblood has the Snatch feat, her hooked tentacles are treated as claws for the purpose of the feat's benefits, and she instead takes no penalty when using only her two hooked tentacles in a grapple and can use them to grapple a creature of any size.


Monstrous Limbs (Ex)
A pair of the wrathblood’s limbs are extremely large and flexible, enabling her to reach far and wide with an uncanny strength and speed. Select two natural attacks of the same type, made with a pair of limbs (arms), tentacles or tails (such as claws, hooked tentacles or stingers). The two selected natural attacks, and the associated pair of limbs, gain a natural reach equal to the maximum reach a creature of the same size category and shape has while wielding a reach weapon. This evolution typically increases the wrathblood's natural reach by +5 feet if she has a Small or Medium (tall) or a Large (long) shape, by +10 feet if she has Large (tall) or a Huge (long) shape, or by +15 feet if she has Huge (tall) shape. (Templates can be found here. (http://www.d20pfsrd.com/gamemastering/combat/space-reach-threatened-area-templates) If the wrathblood is in the shape of a creature (via for example beast shape) that originally does not follow this general rule, adapt the reach increase to the creature and attacks in question.) This reach replaces that of the original natural attacks.

When using the monstrous limbs to drag, grapple, pull, push, reposition or trip an opponent, the wrathblood gains a +2 bonus to the Combat Maneuver check, and she is treated as if one size category larger when determining whether she can affect an opponent with those maneuvers and special attacks. In addition, the trip evolution can be applied to a pair of oversized limbs (in place of a bite attack), adding the trip special attack to the natural attacks of both limbs. To select this evolution, the wrathblood must have a pair of natural attacks of the same type made with a pair of limbs (arms), tentacles or tails.


Monstrous Prescience (Su)
The wrathblood can see all the possible outcomes of any of her own most immediate futures. This grants her an insight bonus to AC and on initiative checks and Reflex saves equal to half her Charisma modifier, and allows her to make additional attacks of opportunity each round equal to half her Charisma modifier. This stacks with any additional attacks of opportunity granted by other options. If the evolution points spent for this evolution was granted by the wrathblood's shape of wrath ability, she gains the benefits even while not in a bloodrage.


Monstrous Size (Ex)
The wrathblood grows in size, becoming one size category larger. She gains a +2 bonus to Strength, a +1 bonus to Constitution, and a +2 bonus to her natural armor. She also takes a –2 penalty to Dexterity, a –1 size penalty to AC and on attack rolls, a +1 bonus to CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If the wrathblood has a biped or similar (tall) shape, she also gains +5 feet additional reach. Any reach evolutions she possesses are added to this total, and any armor, clothing or other size-dependent equipment she is wearing and not simply holding adapts to her new size. These changes stack with any bonuses or penalties from other sources, including other bonuses to natural armor. This evolution can not make the wrathblood larger than Large size, and if she is affected by any other size increasing effect (such as enlarge person) while this evolution has already increased her size to Large, this evolution is suppressed for the duration of that effect. The wrathblood must be no larger than Medium size and at least 5th level to select this evolution.

If 2 additional evolution points are spent, the bonuses to Strength, Constitution and natural armor are doubled (+4 to Strength, +2 to Constitution, +4 to natural armor), and the size increase of this evolution further stacks with those of other sources, allowing the wrathblood to become up to Huge size. The wrathblood must be no larger than Large size and at least 8th level to select this evolution.


Tiny (Ex)
The wrathblood becomes Tiny, and gains a +4 bonus to her Dexterity score and takes a –2 penalty to her Strength score, and her space becomes 2-½ feet and her natural reach 0 feet. She also gains a +1 size bonus to her AC and attack rolls, a –1 penalty to her CMB and CMD scores, a +2 bonus on her Fly skill checks, and a +4 bonus on her Stealth skill checks. Reduce the damage of all of her attacks by one step from Small size (1d6 becomes 1d4, 1d4 becomes 1d3 etc.). These changes are in addition to, and stacks with, those of the Small size base form. The wrathblood can not manifest this evolution while bloodraging, and she can not be affected by any non-hostile effect which makes her smaller than Tiny. She must have a Small base form (see the 'Free Optional Evolutions' section above) and be at least 8th level to select this evolution.

Diminutive If 4 additional evolution points are spent, the wrathblood can instead become Diminutive, gaining a +6 bonus to her Dexterity and taking a –4 penalty to her Strength and a –2 penalty to her Constitution, and her space becomes 1 feet. She also gains a +2 size bonus to her AC and attack rolls, a –2 penalty to her CMB and CMD scores, a +2 bonus on her Fly skill checks, and a +6 bonus on her Stealth skill checks. Reduce the damage of all of her attacks by one step from Tiny size (1d3 becomes 1d2, 1d2 becomes 1). These changes are in addition to, and stacks with, those of the Tiny size base form. The wrathblood can not manifest this evolution while bloodraging, and she can not be affected by any non-hostile effect which makes her smaller than Diminutive. She must have a the Tiny evolution and be at least 12th level to select this evolution.


True Terror (Su)
The wrathblood is truly terrifying in her bloodrage. Whenever she successfully demoralizes an already shaken opponent, she can choose to make the opponent frightened instead of increasing the duration of the shaken condition. The wrathblood must be at least 7th level to select this evolution.

Monstrous Terror For one additional evolution point, whenever the wrathblood successfully demoralizes an already frightened opponent, she can choose to make the opponent panicked instead of increasing the duration of the frightened condition. The wrathblood must be at least 9th level to select this evolution.

Sum of All Fears For yet another additional evolution point (4 in total), the wrathblood can also demoralize opponents otherwise immune to fear or mind-affecting effects, although a creature immune to mind-affecting effects gain a +10 bonus to the demoralize DC. The wrathblood must be at least 11th level to select this evolution.

upho
2015-09-15, 10:33 AM
http://res.cloudinary.com/upho/image/upload/v1442200562/Wrathblood_feats_vrprul.png
At the DM’s discretion, classes/archetypes other than the wrathblood may of course also gain access to some or all of these options, and the style feats have been written with this in mind.


Sirocco Style (Combat, Style)
In a technique inspired by the lashing sands of a desert storm, you strike at two foes with one fast sweep.

Prerequisites: Improved Unarmed Strike, Acrobatics 1 rank, base attack bonus +3 or monk level 3.

Benefit: Once per round while using this style, you can replace an unarmed strike or natural attack with the sirocco strike special attack:


Make an unarmed strike or natural attack against two creatures within your reach, in the order of your choice. You must be able to attack the targets using a clockwise or counter-clockwise sweep or straight line along the spaces you can reach, with no occupied spaces between those occupied by your targets. If either of the targeted opponents can take any preceding actions triggered by your attack, the sirocco strike as a whole is resolved after the preceding action. You use the normal attack bonus for the first attack roll, but take a -2 penalty to the second one.
Roll for damage and add bonuses as normal, but divide the total by 2 (rounded down) and use the result for both attacks, applying any extra damage (such as from sneak attack) to the targets which qualify. If an attack threatens a critical hit, make the confirmation roll and apply the additional damage separately, as normal. Roll only once for each other effect (if any) that requires you to roll a die when you hit (such as that of Cornugon Smash), as if attacking a single target, and use that result for all hit targets.

Any attacks (including combat maneuvers) triggered by your hits are made immediately after the triggering attack, as normal. A sirocco strike can not be made as an attack of opportunity, and the included attacks can not be replaced by a combat maneuver or used with the grab special attack.

Special: If you have the Pummeling Style feat, you can choose to make one attack less when using the style in a full attack simultaneously with Sirocco Style, replacing that attack with a sirocco strike special attack. Sirocco strike can not be combined with a martial strike.


Sirocco Rush (Combat, Style)
Fast as a stormwind, you move and strike at two or more opponents at once.

Prerequisites: Improved Unarmed Strike, Sirocco Style, Acrobatics 3 ranks, base attack bonus +6 or monk level 6.

Benefit: Your speed increases with +5 feet while you are using Sirocco Style, or with +10 feet if you have 11 ranks or more in Acrobatics. Whenever you take a standard or full-round action which includes a single attack (such as a standard action attack, a vital strike or a charge) and hit your target, you can move up to a distance equal to the speed bonus granted by this feat and make an unarmed strike or natural attack against another target. This additional attack is made using the same bonuses and penalties a standard action attack would have in the same circumstances, and you must have enough movement left to be able to move before making the attack. If you replace either of these attacks with your sirocco strike, you may include the target of the other attack.

You can also make one additional attack with your sirocco strike special attack. This third attack takes a -4 penalty to the attack roll (and any attack rolls it triggers), but is otherwise made according to the same rules as those governing your other two sirocco strike attacks. In addition, the single damage roll of your sirocco strike gains a +5 bonus, applied after you have divided the result by 2.

Special: If you have the Pummeling Charge feat, you can choose to make one attack less when using Pummeling Style simultaneously with Sirocco Style in a charge, replacing that attack with the additional attack granted by Sirocco Rush, as described. This is in addition to the option of replacing an attack used in a Pummeling Style attack with a sirocco strike. The additional attack granted by this feat can not be added to a martial strike.


Sirocco Fury (Combat, Style)
You attack your foes with the fury of a mighty hurricane, knocking them over and blinding them with flying debris.

Prerequisites: Dirty Fighting, Improved Unarmed Strike, Sirocco Rush, Sirocco Style, Acrobatics 9 ranks, base attack bonus +12 or monk level 12.

Benefit: As a full-round action while you are using Sirocco Style, you can initiate one sirocco strike special attack per enemy you can target with an unarmed strike or natural attack. You may include previous targets in each sirocco strike, provided no single creature is the target of the first attack more than once. The first time you hit a creature with your sirocco strike during this action, you may make trip combat maneuver against the creature as a free action. If you hit the same creature a second time, you may also make a dirty trick combat maneuver to blind it as a free action. These combat maneuvers do not provoke attacks of opportunity, and you are treated as if being of the same size category as the creature you target if doing so is advantageous for you (adding size bonuses to your CMB as appropriate) when performing them. You use your preceding attack roll with a +2 bonus to determine the check result.

Special: If you are normally able to apply more than one condition with a Dirty Trick, you can do so when performing one of the Dirty Tricks granted by this feat as well, provided one of the conditions is blinded.



New feats for the wrathblood will be added here soon!

upho
2015-09-15, 10:36 AM
http://res.cloudinary.com/upho/image/upload/v1442200553/Wrathblood_examples_y2j0ox.png
The following example builds are intended to illustrate wrathblood mechanics and hopefully also provide a few ideas and inspiration. As noted in the descriptions, not all of them are necessarily good builds for real games though, as some are quite optimized to showcase a certain focus and related mechanical combinations rather than a well balanced build.



Orcorocco Sirocco
http://res.cloudinary.com/upho/image/upload/c_scale,w_600/v1442692640/orcorocco_sirocco_rhubqd.png
Mr "Desert Thunderstorm" discharging, showing off his flashy stuff...

Orcorocco Sirocco is a relatively simple build focusing on mobility and damage, using a core race and no archetypes other than wrathblood.

Besides some obvious signs of his heritage, Orcorocco's appearance couldn't be much more different than that of his northern half-orc brethren. His bearing proud and his expression cheerful, his colorful silk clothes of the finest cut and quality, and his armor beautifully adorned and perfectly polished, he could be mistaken for royalty next to the ragged, rough and dour-looking northern members of his race. And though his speech has an accent, it is always clear, grammatically correct, rich in vocabulary and remarkably polite, in sharp contrast to the harsh grunts used by members of the barbaric half-orc tribes, or the loud, rude and slang-riddled language of the city-born in the north.

Likewise, Orcorocco's fighting style has very little in common with the brutish pounding typically employed by northern half-orcs as well as orcs. Instead, he becomes a veritable tempest of slashing claws and blindingly fast rushes, jagged lightning dancing between his deadly feet and hands as they strike like thunderbolts with great precision, sometimes including two or even three of his opponents in a single crackling sweep of his electrified razor-sharp claws.

Half-orc wrathblood bloodrager (elemental (air) bloodline) 8
NG large male humanoid (human, orc)

(All values, except for initiative and Diplomacy, while in bloodrage and Sirocco Style stances, using lesser surge of wrath.)

Initiative +4; Senses darkvision 60 ft., Perception +17

DEFENSE
AC 20, touch 8, flat-footed 20 +8 armor, +4 natural armor, +1 deflection, -2 bloodrage, -1 size
HP 144 10+7d10 hit die, +56 con, +8 favored class
Fort 17, Ref 6, Will 10
Resist electricity 10
Defensive Abilities Raging Vitality

OFFENSE
Speed 35 ft., Fly 75 ft.
Melee 3 primary claws +19 (1d8+12 /x2, +1d6 electricity) and 1 secondary claw +14 (1d8+7 /x2, +1d6 electricity)
Power Attack, charge: 3 primary claws +18 (1d8+31 /x2, +1d6 electricity) and 1 secondary claw +13 (1d8+10 /x2, +1d6 electricity)
Space 10 ft., Reach 10 ft.
Special Attacks monstrous flurry, pounce, Sirocco Rush, sirocco strike (5 +((1d8+18)/2) damage, 3 attacks)

Bloodline Powers 21 rounds/day
Elemental Resistance, Elemental Movement

Shape of Wrath Evolutions 8 evolution points
Claws x2 (2 EP), Monstrous Pounce (2 EP), Monstrous Size (4 EP)

Lesser Surge of Wrath Evolution +2 evolution points, -2 rounds of bloodrage, 2 bloodrages/day
Energy Attacks (electricity) (2 EP)

Focused Form 16 evolution points, 1 hour, 2/day

STATISTICS
Ability Scores (20-point buy)
Str 30 16 base, +2 race, +2 level, +2 belt, +4 bloodrage, +4 monstrous size evo
Dex 10 12 base, -2 size
Con 24 14 base, +2 belt, +4 bloodrage, +2 raging vitality, +2 monstrous size evo
Int 7 7 base
Wis 12 12 base
Cha 16 14 base, +2 headband
Bab +13, CMB +29 (Overrun +36), CMD 43 (45 vs. Overrun, 44 vs. Trip)
Feats Horn of the Criosphinx, Power Attack, Raging Vitality, Sirocco Rush, Sirocco StyleB
Skills Fly +11, Diplomacy +10, Perception +17

Alternate Racial Traits Burning Assurance (from the Desert), Fey Thoughts (Diplomacy, Use Magic Device), Sacred Tattoo
Traits Fate's Favored, Wary of Danger

Gear
furious amulet of mighty fists, +2 breastplate, belt (+2 str, con), headband (+2 cha), cloak of resistance +2, ring of protection +1, eyes of the eagle, cracked dusty rose prism, cracked pink and green sphere in wayfinder (Diplomacy), 950 gp


Orcorocco's mechanics are straight-forward and easy to play in combat. He assumes the Sirocco Style stance when entering bloodrage in his first round and charges what appears to be the greatest threat. Much thanks to Horn of the Criosphinx and the Monstrous Pounce evo, his average charge damage versus a typical CR 8 enemy (AC 21) is approximately 122.5 points, which would kill such an enemy with a 22.5% margin. If he cannot charge, he instead flies towards the greatest threat, preferably into a position where he can attack the priority target and also reach a second and third opponent with no more than 5 feet of additional movement. He then attacks the priority target twice with standard attacks, courtesy of the Monstrous Flurry evo, and uses Sirocco Rush to attack the second and third targets (if any) as well as the priority target with a sirocco strike, or if necessary, instead moves 5 feet and attacks the target he can reach with a standard attack.

As Sirocco Style allows Orcorocco to potentially hit three targets with a single attack, he has an ideal setup for delivering on-hit debuffing effects. For example, he could invest in Intimidating Prowess and Cornugon Smash to potentially make several opponents shaken each round, in later levels perhaps boosted with the True Terror evos to allow him to stack fear effects with multiple hits and bypass any immunities against fear. At the next level (9th), he would also gain much by grabbing Dragon Style as his bonus feat and fusing it with Sirocco Style, allowing him to be even more mobile while also opening up for greater damage when not charging (through Dragon Ferocity which he may take at the same level). Or he could change focus from damage dealing to control, improving his Dirty Trick and Trip competence via both new feats and retraining, grabbing Sirocco Fury at 11th and the Monstrous Limbs evo for great mass-targeting targeting capacity, especially when later complemented by the huge size allowed by Elemental Form. In addition, Orcorocco would benefit from the primalist archetype, exchanging his mediocre 4th level resistance and 12th level Power of the Elements bloodline powers for, say, the Superstition and Witch Hunter rage powers, and at 12th perhaps Come and Get Me and maybe Spell Sunder, which could greatly improve his durability and versatility, as well as boost his damage output against most opponents.





Abyssal Supercharger
http://res.cloudinary.com/upho/image/upload/c_scale,w_600/v1442359810/Abyssal_Supercharger_Poster_Ad_jgfr9d.png
Well okay, so she doesn't actually turn into a car, but if she had...

This build is mostly intended to showcase some unique charge and damage related wrathblood options, and it's high and fairly consistent damage output may not be suitable for all games.

As you might have guessed, the Abyssal Supercharger is no sneaky succubus, even though she's undoubtedly stylish enough to look the part. No, she's closer to the opposite: an uncompromising charging damage dealer, a speed demon built to run over or into whatever evils she finds on her drag-racing strip. There's nothing subtle or manipulative in her behavior on the track, only pure muscle, excessive force and brutal violence. The Dragon Style and Charge Through feats, uplifted by the Flight evo, provides her with carefree charging even along bumpy roads, ensuring her megatons of damage can be delivered by her Abyssal Claws and Claws evo on impact. Her engine is equipped with the Monstrous Size, Monstrous Pounce and Improved Damage evos, and supercharged with the Dragon Ferocity, Horn of the Criosphinx and Power Attack feats to provide power of truly monstrous proportions.

This literally breath-taking capacity is suitably accompanied by her demoralizing roar of Intimidating Prowess and Cornugon Smash feats, working in a classic unholy union with the sickening fumes of her furious cruel amulet of mighty fists. To mitigate the abyss-mal AC and lack of traction control caused by her raging engine and great bulk, she's protected by the Damage Reduction evo body panels only officers of the law may ignore, painted in the matte black of the Shadow Blend evo's concealment, and naturally, she comes equipped with the Raging Vitality feat to cushion a serious crash. Through fiendish resistances and sheer Superstition, she's also able to steer clear of most spells and supernatural abilities hidden along her road to a gory finish.

While the Abyssal Supercharger naturally retains some of her intimidating power when taken off the blood-smeared race strip, she is also surprisingly comfortable rolling down a wide variety of less violent roads, much thanks to the Wrathblood's trademark adaptive Focused Form drive.

Demon-spawn tiefling wrathblood primalist bloodrager (abyssal bloodline) 13
CG huge female outsider (native)

(All values, except for initiative and Stealth, while in bloodrage and Dragon Style stance, using greater surge of wrath and boots of speed.)

Initiative +4 (+2 in bloodrage); Senses darkvision 60 ft., Perception +23

DEFENSE
AC 19, touch 6, flat-footed 18 +9 armor, +4 natural armor, +1 deflection, +1 dodge, -4 abyssal bloodrage, -2 size
HP 193 10+12d10 hit die, +104 con, +13 favored class
Fort 21, Ref 9, Will 13; +5 on saves vs. spells, (Su) and (Sp) abilities, +2 on saves vs. sleep, paralysis and stunning effects
DR 3/-, 5/lawful, Resist cold 5, electricity 5, fire 5
Defensive Abilities Raging Vitality, Shadow Blend (20% miss chance in light darker than bright)

OFFENSE
Speed 70 ft., Fly 70 ft. (160 ft. charging, ignores difficult terrain and blocking allies)
Melee abyssal dragon claw +31 (4d6+31 /x2, +1d6 fire plus cruel), 2 abyssal claws +31/+31 (4d6+24 /x2, +1d6 fire plus cruel), 2 claws +28/+28 (2d6+24 /x2, plus cruel) and bite +26 (2d6+10 /x2, plus cruel)
Power Attack, Witch Hunter, Charge: abyssal dragon claw +29 (4d6+54 /x2, +1d6 fire plus Cornugon Smash and cruel), 2 abyssal claws +29/+29 (4d6+47 /x2, +1d6 fire plus Cornugon Smash and cruel), 2 claws +29/+29 (2d6+47 /x2, plus Cornugon Smash and cruel) and bite +23 (2d6+18 /x2, plus Cornugon Smash and cruel)
Space 15 ft., Reach 15 ft.
Special Attacks Charge Through (Overrun +38 charging), Cornugon Smash (Intimidate +42), cruel (shaken, frightened or panicked target sickened on hit), Greater Overrun, pounce

Bloodline and Rage Powers 31 rounds/day
Abyssal Bloodrage, Abyssal Claws, Demonic Bulk, Superstition, Witch Hunter

Shape of Wrath Evolutions 9 evolution points
Claws (1 EP), Damage Reduction (3 EP), Improved Damage (claws) (1 EP), Monstrous Pounce (2 EP), Shadow Blend (2 EP)

Greater Surge of Wrath Evolutions +6 evolution points, -6 rounds of bloodrage, 2 bloodrages/day
Flight (2 EP), Monstrous Size (4 EP)

Focused Form 18 evolution points, 1 hour, 3/day

STATISTICS
Ability Scores (20-point buy)
Str 39 16 base, +2 race, +3 level, +4 belt, +6 greater bloodrage, +2 abyssal bloodrage, +4 monstrous size evo, +2 size demonic bulk
Dex 10 12 base, +2 belt, -2 size demonic bulk, -2 monstrous size evo
Con 26 14 base, +2 belt, +6 greater bloodrage, +2 raging vitality, +2 monstrous size evo
Int 9 7 base, +2 headband
Wis 14 12 base, +2 headband
Cha 20 14 base, +2 race, +4 headband
Bab +13, CMB +29 (Overrun +36), CMD 43 (45 vs. Overrun, 44 vs. Trip)
Feats Charge Through, Cornugon Smash, Dragon Ferocity, Dragon StyleB, Greater Overrun, Horn of the Criosphinx, Improved Overrun, Intimidating ProwessB, Power AttackB, Raging Vitality, Weapon Focus (claws)
Skills Fly +11, Intimidate +42, Perception +23, Stealth +18

Alternate Racial Traits Fiendish Sprinter, Maw, Prehensile Tail
Traits Big Boned, Reactionary

Gear
+1 furious cruel amulet of mighty fists, +3 mithral breastplate, belt (+4 str, +2 dex, con), headband (+2 int, +2 wis, +4 cha), cloak of resistance +4, ring of protection +1, boots of speed, eyes of the eagle, cracked opalescent white pyramid in wayfinder (claws), 1,500 gp







The Tentacled Doom of Pointy-Hats a. k. a. "Batman Bob"
http://res.cloudinary.com/upho/image/upload/c_scale,w_600/v1442360037/Batman_Bob_with_text_jm2ddb.png
This guy actually does turn into what the picture shows. Yeah, I pity him too.

"Batman Bob" illustrates how a wrathblood may combine polymorph magic, items and evolutions to great effect, in this case for superior large area melee control and debuffing power with a focus on preventing spell casters from escaping.

Most practitioners of the arcane arts have heard at least one frightening tale of the Tentacled Doom of Pointy-Hats at some point in their lives. Typically, it is told by an impressionable young student, one who doesn't quite trust claims of the tales being nothing but colorful children's stories, a boogeyman invented to keep students from the darker sides of the arts. Which is what most older practitioners also believe these stories are. But those beliefs are wrong, because this boogeyman is very real, and most of the stories are indeed true. In fact, the boogeyman often appears as a deceptively ordinary middle-aged man who goes by the name of Bob. Or "Batman Bob" to his few close friends, as they know about his preference for transforming into creatures of that particular family.

Much in Batman Bob's life also circles around finding and hunting down "Pointy-Hats" as he calls them, even if they happen to be hoods rather than hats, or at least the "black ones", referring to those practicing necromancy and similar vile arts. And once he does find one such a criminal, his righteous fury knows no limit, which is his greatest tool when catching and making certain the Pointy-Hat can not escape before its life (or unlife) does. A process which Bob usually takes care to not rush in order not to lessen the caught villain's well deserved punishment, but instead slowly but relentlessly squeezes out in the iron grip of his enormous tentacles while his terrifying gaze bores into the mind of the doomed creature, ensuring it's final moments will be spent in such utter terror death becomes a most welcome relief.

Angel-blooded aasimar wrathblood primalist bloodrager (arcane bloodline) 16
LN huge male outsider (native)

(All values, except for initiative and unusable skills, while in bloodrage and Black Seraph Style stance, using greater surge of wrath, boots of speed and listed wands.)

Initiative +12 (+10 in bloodrage); Senses blindsense 60 ft., darkvision 60 ft., low-light vision, Perception +36

DEFENSE
AC 36, touch 18, flat-footed 34, +4 vs. shaken or worse +4 armor, +10 natural, +1 dex, +4 shield, +3 insight, +5 defl, +2 luck, +1 dodge, -2 rage, -2 size, +4 black seraph style
HP 253 10+15d10 hit die, +144 con, +16 favored class
Fort 27, Ref 17, Will 18; +4 on Will saves vs. enchantments, +6 on saves vs. spells, (Su) and (Sp) abilities, +4 on saves vs. shaken or worse, +2 on saves vs. poison
DR 4/-, Resist acid 5, cold 5, electricity 5, fire 10
Defensive Abilities blur (20% miss chance) and displacement (50% miss chance)

OFFENSE
Speed 40 ft., Fly 90 ft.
Melee (Power Attack) bite +30 (2d6+29 /x2, plus Cornugon Smash, cruel and grab), 2 claws +30/+30 (1d8+29 /x2, plus Cornugon Smash, cruel and grab), and 3 hooked tentacles +30/+30/+30 (1d8+29 /x2, plus Cornugon Smash, cruel, grab and poison)
Space 15 ft., Reach 15 ft., 30 ft. with tentacles (+5 ft. for 1 round as swift action 3/day)
Special Attacks Come and Get Me, constrict (1d8+29 plus poison), Cornugon Smash (Intimidate +54, stacking fear effects, ignores immunity), cruel (shaken, frightened or panicked target sickened on hit), grab (any size, +47 with Power Attack), monstrous opportunist (2 attacks per AoO), monstrous prescience (4 AoOs/round), poison

Blightburn Mage Cage Poison (Su)
1/round when hooked tentacle deals damage: type poison (injury); save Fort DC 35 (DC 30 vs. target immune to poison); frequency 1/round for 4 rounds.
Failed save effect: 2d6 fire damage, 1d4 Str damage, blightburn sickness (no save), bound as by dimensional anchor, all extradimensional perception and attack forms and any magic/supernatural movement (ex: fly, freedom of movement, haste) barred and suspended; cure 1 save.
Successful save effect: 1d6 fire damage, blightburn sickness, bound as by dimensional anchor; DC 15 Heal check to clean away.

Bloodline and Rage Powers 38 rounds/day
Arcane Bloodrage (blur), Greater Arcane Bloodrage (displacement), True Arcane Bloodrage (beast shape IV), Superstition, Come and Get Me

True Arcane Bloodrage Abilities beast shape IV (doombat)
Large size, +6 str, +2 con, -2 dex, +6 NA, blindsense 60 ft., darkvision 60 ft., low-light vision, speed 10 ft., fly 50 ft., bite, tail

Shape of Wrath Evolutions 13 evolution points
Blightburn Poison (1 EP), Hooked Tentacles (tails) (2 EP), Lethal Injection (1 EP), Merged Amulet (0 EP), Monstrous Limbs (hooked tentacles) (2 EP), Monstrous Opportunist (2 EP), Monstrous Prescience (2 EP), Poison (2 EP), Skilled (Perception) (1 EP)

Greater Surge of Wrath Evolutions +6 evolution points, -6 rounds of bloodrage, 2 bloodrages/day
Mage Cage Poison (2 EP), Monstrous Size (4 EP)

Focused Form 26 evolution points, 1 hour, 4/day

STATISTICS
Ability Scores (20-point buy)
Str 42 16 base, +2 race, +4 level, +4 belt, +6 greater bloodrage, +6 size beast shape, +4 monstrous size evo
Dex 12 12 base, +4 belt, -2 size beast shape, -2 monstrous size evo
Con 28 14 base, +4 belt, +6 rage, +2 size beast shape, +2 monstrous size evo
Int 9 7 base, +2 headband
Wis 14 12 base, +2 headband
Cha 22 14 base, +4 race, +4 headband
Bab +16, CMB +37 (grapple +52), CMD 56 (58 vs. grapple)
Feats *Black Seraph AnnihilationB, *Black Seraph StyleB, *Black Seraph's MalevolenceB, Cornugon Smash, Fiendskin, Greater Grapple, Improved Grapple, Improved InitiativeB, Intimidating Prowess, Power Attack, Rapid Grappler, Snatch, Soulless Gaze *The Black Seraph Style feats are found in "Path of War: Expanded" by Dreamscarred Press (http://dreamscarredpress.com/)
Skills Disguise +18 (using western star), Fly +20, Intimidate +54, Knowledge (planes) +10, Perception +36, Stealth +12, Use Magic Device +19

Alternate Racial Traits Variant Ability (+2 Charisma)
Traits Fate's Favored, Reactionary

Gear
+1 furious cruel amulet of mighty fists, +3 mithral breastplate, belt of physical perfection +4, headband (+2 int, wis, +4 cha), cloak of resistance +5, ring of counterspells (greater dispel magic, CL 16), ring of protection +5, amulet of the blooded (abyssal), boots of speed, eyes of the eagle, fleshwarped scorpion's tail (attached), gauntlets of the skilled maneuver (grapple), jingasa of the fortunate soldier, longarm bracers, cracked dusty rose prism in wayfinder, cracked pale green prism x2, luckstone, wand of mage armor, wand of shield, western star, 20,300 gp