Not all those who use Red Magic are logical, rational individuals. Some just want to wreak havoc on the land around them, damn the consequences. Bloodragers are destructive, brutal Red Mages who use raw fury to aid them in their casting.

Bloodrager is an archetype of Red Mage

Path of the Bloodrager

At 1st level, Bloodragers must choose Path of the Bloodrager, a unique path exclusive to this archetype. That path gives features at levels 1, 3, 7, 11, 15 and 19

This modifies Red Mage Paths.

Path Of The Bloodrager

Bloodrage

The bloodrager’s source of internal power grants him the ability to bloodrage.

At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +2 morale bonus to attack and damage rolls, as well as a +2 morale bonus on Will saves and 2 temporary hit points per hit dice. In addition, he takes a –2 penalty to Armor Class. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the Warrior’s advance class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Fast Movement (Ex)

A Bloodrager’s land speed is faster than the norm for her race by +10 feet. Apply this bonus before modifying the Bloodrager’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the Bloodrager’s land speed.

Blood Casting

At 3rd level, the bloodrager gains the ability to cast spells, use Spell Combat and use Arcane Pool even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his red mage spells; spells from other classes cannot be cast during this state.

A Bloodrager cannot regain Mage's Focus while Bloodraging.

Armored Mage (Barbaric)

At 3rd level, a Red Mage gains proficiency with heavy shields. A Red Mage can cast Red Mage spells while wearing heavy shields without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Red Mage wearing medium armor, heavy armor or using a tower shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

As an additional ability, instead of gaining a dexterity modifier to AC, the Red Mage gains his Strength modifier as a natural armour bonus, which stacks with any natural armour he might otherwise have. Although this natural armour is limited by the maximum Dexterity bonus of any worn armour, he does not lose his natural armour in situations where he would normally lose his Dexterity modifier to AC, such as being caught flat-footed or if an opponent successfully uses the feint action against him.

From 3rd level onwards, for the purposes of this ability, any armour the Red Mage wears increases the maximum Dexterity bonus allowed by 2. For every 4 levels of Red Mage he has after 3rd, this bonus increases by +1. There is no “upper limit” to the increase of the maximum dexterity bonus allowed. A Red Mage may disable or enable leather body as a free action once per turn at the start of his turn.

This ability counts as Leather Body and does not stack with armour training or agility training.

At 7th level, a Red Mage gains proficiency with medium armor. A Red Mage can cast Red Mage spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a Red Mage wearing heavy armor or using a tower shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Damage Reduction (Ex)

At 7th level, a bloodrager gains damage reduction. Subtract 1 from the damage the bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every 3 levels thereafter, this damage reduction increases by 1 point. Damage Reduction can reduce damage to 0, but not below 0.

Greater Bloodrage (Su)

At 11th level, when a bloodrager enters a bloodrage, the morale bonus to his attack and damage rolls increases to +3, the morale bonus on his Will saves increases to +3, and their temporary hit points increase to 3 per hit die. In addition, upon entering a bloodrage, the bloodrager can apply the effects a Red Mage spell he knows of 2nd 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 bloodrage. This use consumes MP, as if he had cast the spell; he must have the MP available to take advantage of this effect.

Greater bloodrage counts as the barbarian’s greater rage ability for the purposes of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Indomitable Will (Ex)

At 15th level, a bloodrager gains a +4 bonus on Will saves to resist enchantment spells while bloodraging. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his bloodrage.

Mighty Bloodrage (Su)

At 19th level, when a bloodrager enters a bloodrage, the morale bonus to his attack and damage rolls increases to +4, the morale bonus on his Will saves increases to +4, and their temporary hit points increase to 4 per hit die Furthermore, the spell he can apply to himself at the beginning of a bloodrage due to the greater bloodrage class feature is not limited to only spells of 2nd level or lower.

Bloody Arcana

As well as normal Ruby Arcanas, Bloodragers may also select the following:

Ruby Arcana Prerequisites Effect
Warrior Talent None The Red Mage may take a Warrior talent.
Inner Beast Techniques Red Mage 9 The red mage may obtain the Inner Beast Techniques feature. These abilities cost Arcane Pool
Bloodrage Prowess Red Mage 12 The Red Mage uses their Red Mage level as their BAB when in a Bloodrage.
Blood Sanctuary None Due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Rage Power None The bloodrager may select one of the Warrior’s Rage Techniques.
Tireless Bloodrage Red Mage 18 A bloodrager no longer becomes fatigued at the end of his bloodrage