It’s Peace Week, a week filled with great new content for adventurers who think about something other than killing everything in sight in order to rob their bodies of any valuables. When I think peace, I think bloodrager—mostly because bloodragers are about the least peaceful class I can think of. Well, that all changes right now: today’s new bloodrager bloodline, peace-touched, will present new abilities that won’t turn the bloodrager into a harmless bunny, but will provide him with some options in case he doesn’t want to murder everything in sight.
New Bloodrager Bloodline
Peace-Touched
Your blood has been touched so strongly by peaceful influence that you have been gifted with unique powers that allow you to solve problems without needless bloodshed. Whether your strength comes from a powerful saint or other devout figure, or from the blessings of a god with high moral character, you can channel your inner strength to enhance your high-minded righteous fury.
Bonus Feats: Combat Expertise, Dodge, Endurance, Fleet, Improved Disarm, Merciful Spell, Persuasive.
Bonus Spells sanctuary (7th), shield other (10th), hold monster (13th), statue (16th).
Bloodline Powers: The lingering essence of your peaceful ancestor gives you greater control over your bloodrage, allowing you to act in accordance with your conscience so that you can choose to subdue foes without killing them.
Merciful Attacks (Su): At 1st level, you may choose to have all damage dealt by weapons you wield be nonlethal damage instead of lethal damage, including energy damage (such as fire damage from a flaming weapon), and precision-based damage (such as from a sneak attack). Such damage retains its other properties, in addition to being nonlethal (so nonlethal fire damage would still deal extra damage to creatures vulnerable to fire, would still interfere with a troll’s regeneration, and would still be resisted by creatures with resistance or immunity to fire). You may choose with each attack whether it will deal lethal or nonlethal damage.
Additionally, while in a bloodrage, all your attacks that deal nonlethal damage also deal an additional 1d6 points of nonlethal damage. At 12th level, this bonus nonlethal damage increases to 1d8, and at 20th level it increases to 2d6.
Serene Bloodrage (Ex): At 4th level, when you enter a bloodrage, you maintain a sense of clarity and can perform Intelligence-, Wisdom-, and Charisma-based skills and perform actions which require concentration during your bloodrage. Additionally, you gain a +2 bonus on concentration checks made while bloodraging.
Destroy Arms (Su): At 8th level, whenever you successfully deal damage to a weapon while bloodraging, that weapon must succeed on a Fortitude save (DC 10 + 1/2 your bloodrager level + your Charisma modifier) or gain the broken condition. If the item already had the broken condition, and fails its saving throw it is instead reduced to dust as though by the spell disintegrate. The weapon’s wielder may choose to drop it in order to negate this effect.
Majestic Presence (Su): At 12th level, while in a bloodrage, you manifest a tangible presence of serenity, making it difficult to attack you. The first time that any given creature tries to attack you while you are in a bloodrage, he must succeed on a Will saving throw (DC 10 + 1/2 your bloodrager level + your Charisma modifier) or be unable to do so, causing that attack to miss automatically. Whether the target succeeds or fails on that saving throw, he may thereafter attack you normally, although if he failed the saving throw, he suffers a -2 penalty on all attack rolls made against you until the end of your bloodrage.
Voice of the Peaceful (Su): At 16th level, once per day you may choose to manifest an aura of majestic calm when you end your bloodrage. If you do, you gain a +20 circumstance bonus to all Charisma checks and Charisma-based skill checks against creatures who witnessed your bloodrage for at least 3 rounds. This bonus lasts for 24 hours, and doesn’t stack with itself.
Peaceful Spells (Su): At 20th level, you can supplement the power of friendly spells with your peace-touched blood, greatly increasing their duration. All spells that could be affected by the Extend Spell feat that are cast on you by your allies, or that you cast on yourself or on your allies, have their duration doubled. This benefit applies even when you are not bloodraging.