Bloodragers are dangerous opponents, employing their bloodrage and martial training with deadly skill. However, there are those who have learned to focus their bloodrage internally and unleash it in a tremendous blast of fire. These bloodblast ragers as they have come to be known can change the types of energy that is released, based upon their chosen bloodline. Resilient and persistent, bloodblast ragers are powerful warriors, and are even deadlier in close quarters. (Original Concept by Elghinn Lightbringer)
Primary Class: Bloodrager.
Secondary Class: Alchemist.
Hit Dice: d10.
Bonus Skills and Ranks: The bloodblast rager may select three alchemist skills to add to his class skills in addition to the normal bloodrager class skills. The bloodblast rager gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The bloodblast rager is proficient with all simple and martial weapons, with light armor, medium armor, and with shields (except tower shields). A bloodblast rager can cast bloodrager spells while wearing light or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodblast rager wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Fireblood Bomb (Su): Starting at 1st level, a bloodblast rager can focus his bloodrage into a volatile explosion that he can release to blast nearby enemies. Once per bloodrage, a bloodblast rager can spend 2 extra rounds of bloodrage to focus and unleash a fireblood bomb. Focusing his energy, expending the rounds of bloodrage, and releasing the blast requires a standard action that provokes an attack of opportunity. A bloodblast rager’s fireblood bomb inflicts 1d6 points of fire damage to all adjacent creatures, but also deals an amount of fire damage to the bloodblast rager equal to the blast’s minimum damage (so if the fireblood bomb would deal 2d6+4 points of fire damage, it would deal 6 points of fire damage to the bloodblast rager). The damage of a bloodblast rager's fireblood bomb increases by 1d6 points at 4th level and every three levels thereafter (this additional damage is not multiplied on a critical hit or by using feats such as Vital Strike).
At 6th level, a fireblood bomb can make an adjacent, unattended Fine flammable objects catch on fire and works as if he were using flint and steel except that functions in any sort of weather and takes much less time to actually ignite an object. This affects Diminutive objects at 8th, and Small objects at 10th level. A bloodblast rager can learn new types of fireblood bombs discoveries (see the Blast Discovery ability) as he levels up. This ability replaces the bloodline power gained at 1st level.
Bloodline: This is exactly like the bloodrager’s ability of the same name, except that whenever the bloodblast rager gains a bloodline power, he can choose to gain the power granted at the indicated level or a power granted at a previous level.
Blast Discovery: Starting at 3rd level, a bloodblast rager makes an incredible discovery that alters the effects of his fireblood bomb. He can choose one of the following alchemist bomb discoveries: acid bomb, anarchic bomb, blinding bomb, boneshard bomb, breath weapon bomb, concussive bomb, confusion bomb, defoliant bomb, delayed bomb, demolition charge, dispelling bomb, ectoplasmic bomb, fast bombs, fire brand, force bomb, frost bomb, healing bomb, holy bomb, immolation bomb, plague bomb, poison bomb, psychoactive bomb, profane bomb, scrap bomb, shock bomb, smoke bomb, sunlight bomb, tanglefoot bomb. He may also select the new thunderblast bomb discovery. A bloodblast rager must meet the requirements of any bomb discovery he chooses and treats his bloodblast rager level as his alchemist level for the purpose of level prerequisites. A bloodblast rager with the Undead bloodline is treated as having the alchemical zombie for the purpose of selecting the boneshard bomb discovery.
At 6th level and every three levels thereafter, a bloodblast rager can select another bomb discovery he qualifies for in place of a bloodline feat. Unless otherwise noted, the bloodblast rager cannot select an individual bomb discovery more than once. For the purpose of these discoveries, a fireblood bomb is treated as an alchemist’s bombs. Bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to a bloodblast rager’s fireblood bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the bloodblast rager’s level + the bloodblast rager's Charisma modifier. This ability replaces blood santuary.
Fire Resistance (Su): At 7th level, a bloodblast rager gains a resistance to fire 5. This resistance to fire increases to 10 at 11th level and to 15 at 15th level. At 19th level, a bloodblast rager becomes completely immune to fire. This ability replaces damage reduction.
Table: Bloodblast Rager
Table: Bloodblast Rager Spells Known