Are you awaited in Valhalla? Will bards sing of your deeds long after you have died? Is today a good day to die? If you answered "no" to any of these questions, you may want to reconsider your lifestyle, and today's bloodrager archetype presents a great opportunity to do so.
New Bloodrager Archetype
Most bloodragers are bloodthirsty warriors eager to prove themselves on the field of battle, but some bloodragers take this desire to new heights, yearning for nothing so much as the glory that comes from facing incredible odds, defeating impossible foes, and performing superhuman feats. These bloodragers are known as war ragers, and the more they succeed, the more formidable they become.
Eager for Battle (Ex): Beginning at 3rd level, a war rager gains a bonus on initiative checks equal to his Charisma modifier.
This ability replaces the blood sanctuary class feature.
Glory (Ex): Beginning at 6th level, a war rager earns and loses glory whenever he performs particularly well or poorly in combat. At the start of each day, a war rager gains 1 glory point. His glory points go up and down throughout the day, but he cannot have more glory points at any given time than his Charisma modifier (or a maximum of 1, if his Charisma modifier is 0 or lower), nor can he have less than 0 glory points at any given time. Glory is a morale effect, and creatures that are immune to morale bonuses are unable to gain glory points (although they retain any they may have had previously, if the immunity is from a spell or other temporary effect, and they can still lose glory points). A war rager gains and loses glory in the following ways:
Critical Hit with a Melee Weapon with a High Critical Multiplier: Each time the war rager confirms a critical hit with a melee weapon with a critical multiplier of x3 or more, he gains 1 glory point. Confirming a critical hit on a helpless or unaware creature, or a creature that has fewer Hit Dice than half the war rager’s character level, doesn’t grant glory points.
Critical Failures: Each time the war rager rolls a natural 1 on an attack roll, Acrobatics check, Climb check, Fly check, Intimidate check, Ride check, or Swim check, he loses 1 glory point.
Critical Successes: Each time the war rager rolls a natural 20 on an Acrobatics check, Climb check, Fly check, Intimidate check, Ride check, or Swim check, he gains 1 glory point. In situations where success or failure is unimportant (such as if there are no consequences for failure), no glory is gained.
Death or Unconsciousness: If a war rager dies or falls unconscious, he loses all glory points he had in his pool.
Kill an Opponent Single-Handed: Each time the war rager kills an opponent without any aid from his allies (including casting beneficial spells on the war rager, casting harmful or weakening spells on the opponent, damaging the opponent, making combat maneuvers against the opponent, using the aid another action, and so on), the war rager gains 1 glory point. If the opponent is helpless or unaware, or has fewer Hit Dice than half the war rager’s character level, no glory is gained.
Deeds: A war rager gains the following deeds. These deeds replace the bloodline feats gained at 6th, 9th, 12th, 15th, and 18th levels.
Burst of Speed (Ex): At 6th level, a war rager can expend 1 glory point in order to increase his movement speed by 30 feet for 1 minute.
Warrior Prowess (Ex): At 6th level, a war rager can expend 1 glory point when he makes an Acrobatics, Climb, Fly, Intimidate, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check, but before the result is revealed. If the result of the d6 roll is a natural 6, the glory point is not expended. The war rager can use this ability only once per skill check.
War Rager’s Fury (Su): Beginning at 9th level, the war rager can spend one glory point as a swift action in order to grant himself a competence bonus equal to his Charisma modifier on melee damage rolls for 1 minute. This bonus is multiplied by 1.5 if the war rager wields a two-handed weapon, and is halved if he wields a light weapon.
Glorious Spell (Sp): Beginning at 12th level, a war rager can spend 2 or more glory points in order to cast a single spell he knows without expending a spell slot to do so. He can apply metamagic feats to the spell, if desired, using the normal rules for doing so. The number of glory points he must spend is equal to twice the level of the spell slot he would normally expend.
Glory’s Shield (Su): Beginning at 15th level, a war rager can spend 1 glory point as a swift action in order to gain a deflection bonus to AC equal to his Charisma modifier, as well as an equal resistance bonus on all saving throws. These benefits last for 1 minute.
Witness My Power (Su): Beginning at 18th level, a war rager can spend 1 glory point when making a Strength, Dexterity, or Constitution check, or an Acrobatics, Climb, Fly, Intimidate, Ride, or Swim skill check in order to gain a +20 bonus on that check.
Live Again (Su): Once per day, when a war rager would die (whether due to hit point damage, death effects, or some other reason), he is instead reduced to 1 hit point, and loses all remaining glory points in his pool.
This ability replaces the tireless bloodrage class feature.