Between the reality-bending sorcerer and the mystically furious bloodrager lays a sort of medium existence. Focused to a greater extent on their bloodline, the heritage overlord finds a middle ground of true devotion to his heritage. (Original Concept by Christos Gurd)
Primary Class: Bloodrager.
Secondary Class: Sorcerer.
Hit Dice: d8.
Bonus Skills and Ranks: The heritage overlord may select three sorcerer skills to add to his class skills in addition to the normal bloodrager class skills. The heritage overlord gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The heritage overlord is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A heritage overlord can cast heritage overlord spells while wearing light armor 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 heritage overlord wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Spellcasting: A heritage overlord casts arcane spells drawn from the sorcerer/wizard spell list and the bloodrager spell list. Only sorcerer/wizard spells of 6th level and lower are considered to be part of the heritage overlord spell list. If a spell appears on both the sorcerer/wizard and bloodrager spell lists, the heritage overlord uses the lower of the two spell levels listed for the spell. He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a heritage overlord must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a heritage overlord’s spell is 10 + the spell level + the heritage overlord’s Charisma modifier.
Like other spellcasters, a heritage overlord can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: heritage overlord. In addition, he receives bonus spells per day if he has a high Charisma score.
The heritage overlord’s selection of spells is extremely limited. A heritage overlord begins play knowing four 0-level spells and two 1st-level spells of the heritage overlord’s choice. At each new heritage overlord level, he gains one or more new spells, as indicated on Table: Heritage overlord Spells Known. (Unlike spells per day, the number of spells a heritage overlord knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).
Upon reaching 5th level, and at every third heritage overlord level after that (8th, 11th, and so on), a heritage overlord can choose to learn a new spell in place of one he already knows. In effect, the heritage overlord “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level heritage overlord spell the heritage overlord can cast. A heritage overlord may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A heritage overlord need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
This ability replaces uncanny dodge, the bloodrager’s spellcasting ability, and improved uncanny dodge.
Awakening State (Su): A heritage overlords source of internal power grants him the ability to unleash power similar to a bloodrage. At 1st level, an heritage overlord can enter an awakening state for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st, he can maintain his awakening state for 2 additional rounds per day. Temporary increases to Charisma (such as those gained from spells like eagles splendor) don't increase the total number of rounds that a heritage overlord can be in awakened state per day. The total number of rounds of awakened state per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A heritage overlord can enter an awakened state as a free action. While in an awakened state, a heritage overlord gains a +4 morale bonus to his Constitution and Charisma, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the heritage overlord 2 hit points per Hit Die, but these disappear when the awakening ends and are not lost first like temporary hit points. Using his 1st level bloodline power during his awakening state does not count towards his daily uses of that bloodline power.
A heritage overlord can end his awakening state as a free action. When the awakening state ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the awakening state. A heritage overlord cannot enter a new awakening state while fatigued or exhausted, but can otherwise enter awakening state multiple times during a single encounter or combat. If a heritage overlord falls unconscious, his awakening state immediately ends, placing him in peril of death.
Awakening state counts as the barbarian's rage or the bloodrager’s bloodrage class features for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. This ability replaces bloodrage.
Bloodline: Like a bloodrager or sorcerer, a heritage overlord has a source of magic somewhere in his heritage that empowers his awakening, powers, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A heritage overlord must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.
At 1st level, the heritage overlord gains the class skill and arcana listed in the sorcerer’s bloodline description. He also gains his 1st level bloodline power and may choose the 1st level bloodline power from either the bloodrager bloodline or the associated sorcerer bloodline. The bloodlines must be the same type, and once chosen it cannot be changed. At 3rd level, he can choose either the sorcerer’s 3rd level bloodline power or the bloodrager’s 4th level bloodline power. At 9th level, he can choose either the sorcerer’s 9th level bloodline power, or the bloodrager 8th or 12th level bloodline power. At 15th level, he can choose either the sorcerer’s 15th level bloodline power, or the bloodrager’s 12th or 16th level bloodline power. At 20th level, he can choose either the sorcerer or bloodrager 20th level bloodline power. The bloodline powers a heritage overlord gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character's heritage overlord level as the caster level.
At 2nd, 5th, 8th, 11th, 14th, and 17th levels, a heritage overlord learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Heritage Overlord Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 6th level and every six levels thereafter, a heritage overlord receives one bonus feat chosen from a list specific to each bloodline. The heritage overlord must meet the prerequisites for these bonus feats and may choose from those listed in either the bloodrager or sorcerer bloodline description.
If the heritage overlord takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the heritage overlord can change his former bloodline to make them conform. This replaces the bloodrager’s bloodline.
Cantrips (Sp): Heritage orverlords learn a number of cantrips, or 0-level spells, as noted on Table: Heritage Overlord Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.This ability replaces fast movement and blood sanctuary.
Eschew Materials: A heritage overlord gains Eschew Materials as a bonus feat at 1st level.
Bloodcasting (Su): This is exactly like the bloodrager ability of the same name, except that the heritage overlord can cast spells even while in his awakening state instead.
Greater Awakening (Su): At 11th level, when the heritage overlord enters an awakening state, the morale bonus to his Charisma and Constitution increases to +6 and the morale bonus on his Will saves increases to +3.
In addition, upon entering an awakening state, the heritage overlord can apply the effects of a bloodrager or sorcerer spell he knows of 3rd level or lower to himself. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the awakening state. This use consumes a heritage overlord spell slot of the appropriate level, as if he had cast the spell; he must have the spell slot available to take advantage of this effect.
Greater awakening counts as the barbarian's greater rage or the bloodrager’s greater bloodrage abiliiesy for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects. This ability replaces greater bloodrage.
Indomitable Form (Ex): At 14th level, a heritage overlord gains a +4 bonus on Will saves to resist polymorph effects while in an awakening state. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his awakening state. This ability replaces indomitable will.
Effortless Awakening (Su): At 17th level, a heritage overlord no longer becomes fatigued at the end of his awakening state. This ability replaces tireless bloodrage.
Mighty Awakening (Su): At 20th level, when a heritage overlord enters an awakening state, the morale bonus to his Charisma and Constitution increases to +8, and the morale bonus on his Will saves increases to +4. Furthermore, the spell he can apply to himself at the beginning of an awakening state may be of 6th level or lower, and must be from the bloodrager or sorcerer spell list as normal. This ability replaces mighty bloodrage.
Table: Heritage Overlord
Table: Heritage Overlord Spells Known