Bloodrager Character Sheet
Bloodrager Character Sheet
Human Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes
x Acrobatics 22 =DEX 7 + 15 +0
WIS 18 +4
Wisdom Rage Appraise 2 =INT 2 +0 +0
CHA
x Artistry 2 =INT 2 +0 +0
Charisma
24 +7 Power 2
Bluff 7 =CHA 7 +0 +0
x Climb 24 =STR 11 + 10 +3
AC
Armor Class
34 =10+ 11 + 0 + 3 + 0 + 5 + 5 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 2 =INT 2 +0 +0
x Craft (b) 2 =INT 2 +0 +0
Touch AC 18 Flat Footed AC 31
x Craft (c) 2 =INT 2 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod.
Diplomacy 7 =CHA 7 +0 +0
FortitudeConstitution
28 = 12 + 9 + 5 + 2 + Disable Device* =DEX + +
Disguise 7 =CHA 7 +0 +0
Reflex 19 = 6 + 7 + 5 + 1 +
Dexterity
Escape Artist 4 =DEX 7 +0 + -3
Will 18 = 6 + 4 + 5 + 3 +
Fly 4 =DEX 7 +0 + -3
Wisdom
x Handle Animal 20 =CHA 7 + 10 +3
Spell Energy Heal 4 =WIS 4 +0 +0
B.A.B. 20 Resistance Resistance
x Intimidate 25 =CHA 7 + 15 +3
CMB 31 = 20 + 11 + 0 + 0 x Knowledge (arcana) 20 =INT 2 + 15 +3
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering)* =INT + +
CMD 53 =10+ 20 + 11 + 7 + 0 + 5 Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon
Knowledge (history)* =INT + +
(Power Attack) Greatsword +5 Knowledge (local)* =INT + +
Critical Type Range Ammo
Knowledge (nature)* =INT + +
17-20/x2 S Knowledge (nobility)* =INT + +
Attack Damage
Knowledge (planes)* =INT + +
+30/+25/+20/+15 2d6+39
Knowledge (religion)* =INT + +
Weapon Linguistics* =INT + +
(Power Attack) Guisarme +5 x Lore* =INT + +
Critical Type Range Ammo x Perception 27 =WIS 4 + 20 +3
20/x3 S Perform (a) 7 =CHA 7 +0 +0
Attack Damage
Perform (b) 7 =CHA 7 +0 +0
+30/+25/+20/+15 2d4+39 Profession (a)* =WIS + +
Weapon Profession (b)* =WIS + +
x Ride 17 =DEX 7 + 10 +0
Critical Type Range Ammo Sense Motive 4 =WIS 4 +0 +0
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft 25 =INT 2 + 20 +3
Stealth 4 =DEX 7 +0 + -3
Weapon
x Survival 22 =WIS 4 + 15 +3
x Swim 21 =STR 11 + 10 +0
Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.
Weapon
Languages
Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties
Ring of Protection +5 1
Play Notes
Racial Traits
Background Traits
Reactionary
Indomitable Faith
Finding Your Kin
Deft Dodger
Spell Level 1 2 3 4
Level 1
Level 2
Level 3
Level 4
Known Spells
Known Spell Level 1 School Duration Cast time Range/Area Save SR DC
Bonus Enlarge Person Transmutation 1 min./level (D); 1 round close (25 ft. + 5 ft./2 levels) Fortitude yes 18
Brow Gasher Necromancy 1 round/level or until 1 standard action touch one slashing melee Will negates yes 19
Bullet Shield Abjuration 10 minutes/level (D); 1 standard action touch Will negates yes 19
Ghoul touch Necromancy 1d6+2 rounds; 1 standard action touch Fortitude yes 19
Glitterdust Conjuration 1 round/level; 1 standard action medium (100 ft. + 10 ft./level) Will negates no 19
Countless Eyes Transmutation 1 hour/level; 1 standard action touch Will negates yes 20
Fireball Evocation instantaneous; 1 standard action long (400 ft. + 40 ft./level) 20- Reflex half yes 20
Haste Transmutation 1 round/level; 1 standard action close (25 ft. + 5 ft./2 levels) Fortitude yes 20
Bonus Displacement Illusion 1 round/level; 1 standard action touch Will negates yes 20
Absorbing Inhalation Transmutation 1 round/level; see text; 1 standard action close (25 ft. + 5 ft./2 levels) see text no 21
Enervation Necromancy instantaneous; 1 standard action close (25 ft. + 5 ft./2 levels) none yes 21
Bonus Black Tentacles Conjuration 1 round/level (D); 1 standard action medium (100 ft. + 10 ft./level) none no 21
Spell Descriptions (A-Z)
ABSORBING INHALATION
School: Transmutation
Level: alchemist 4, druid 4, sorcerer/wizard 4, bloodrager 4
Descriptor: air
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one cloud-like effect, up to one 10-ft. cube/level
Duration: 1 round/level; see text;
Saving Throw: see text
Spell Resistance: no
You grant your lungs inhuman strength and capacity, allowing you to harmlessly and completely inhale one gas, fog, smoke, mist, or similar cloud-
like effect. If the targeted cloud is a magical effect, you must succeed at a caster level check (DC 11 + the effect's caster level) to inhale it. Inhaling
the cloud removes it from the area, leaving normal air in its place. If the cloud is too large for you to affect with a single casting of this spell, you
may instead inhale a portion of the cloud, but you must inhale the portion of the cloud closest to you. This spell has no effect on gaseous creatures.
It can only affect an instantaneous-duration cloud (such as a breath weapon) if you ready an action to cast the spell in response. While inhaled, the
cloud does not harm you. You may keep the cloud harmlessly contained within you for up to 1 round per level, but you must hold your breath to do
so (even if you do not normally have to breathe). If the cloud has a duration, the time the cloud is contained within you counts toward that
duration. As a standard action, you may release the stored cloud as a breath weapon, filling a 60-foot cone (or the cloud's original area, if smaller
than a 60-foot cone). Any creature in the breath's area is subject to its normal effects, making saving throws and spell resistance checks as
appropriate against the cloud's original DC. The exhaled cloud resumes its duration, if any. Exhaling the stored cloud ends this spell. If you do not
exhale the cloud before this spell's duration expires, you suffer the cloud's effects and automatically fail any saving throw to resist it.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Race Guide Copyright 2012, Paizo Publishing, LLC
BLACK TENTACLES
BLADE LASH
School: Transmutation
Level: bloodrager 1, magus 1
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: your melee weapon
Duration: instantaneous;
Saving Throw: none
Spell Resistance: no
Your weapon elongates and becomes whiplike. As part of casting this spell, you can use this weapon to attempt a trip combat maneuver against one
creature within 20 feet, and you gain a +10 bonus on your roll, after which the weapon returns to its previous form.
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BROW GASHER
School: Necromancy
Level: inquisitor 2, magus 2, ranger 2, sorcerer/wizard 2, bloodrager 2, occultist 2
Casting time: 1 standard action
Components: V, S
Range: touch
Area: one slashing melee weapon touched
Duration: 1 round/level or until discharged;
Saving Throw: Will negates (harmless, object)
Spell Resistance: yes (harmless, object)
You imbue a slashing melee weapon with the ability to deal a gruesome head wound. When the target weapon hits a living creature, in addition to
the normal effects of that hit, the wielder can discharge this spell as a free action to open a gash on the target's forehead that deals bleed damage
equal to half your caster level. At the start of each of the target's turns, when it takes bleed damage, it also takes a cumulative -1 penalty on all
attack rolls. When that penalty reaches -3, the target also treats all targets as having concealment (20% miss chance). When the penalty reaches -5,
the target is blinded. Stopping the bleed damage ends the effects this spell imposes on the bleeding creature. A target that is immune to bleed
damage is also immune to all this spell's effects.
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BULLET SHIELD
School: Abjuration
Level: alchemist 2, sorcerer/wizard 2, bloodrager 2, occultist 2, psychic 2
Casting time: 1 standard action
Components: V, S, M (a bullet)
Range: touch
Targets: creature touched
Duration: 10 minutes/level (D);
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The warded creature gains a +4 deflection bonus to AC against firearm and ranged attacks, with an additional +1 to the bonus for every five caster
levels you have (to a maximum of +8 at 20th level). Though the spell is called bullet shield, it also grants this protection from attacks made from
firearms with the scatter weapon quality.
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COUNTLESS EYES
School: Transmutation
Level: alchemist 3, inquisitor 3, sorcerer/wizard 3, witch 3, bloodrager 3, occultist 3, psychic 3
Casting time: 1 standard action
Components: V, S
Range: touch
Targets: creature touched
Duration: 1 hour/level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The target sprouts extra eyes all over its body, including on the back of its head. It gains all-around vision (Bestiary 2 294) and cannot be flanked.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC
DISPLACEMENT
ENERVATION
School: Necromancy
Level: sorcerer/wizard 4, witch 4, bloodrager 4, mesmerist 4, spiritualist 4
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: ray of negative energy
Duration: instantaneous;
Saving Throw: none
Spell Resistance: yes
You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged
touch attack to hit. If you hit, the subject gains 1d4 temporary negative levels (see Appendix 1). Negative levels stack. Assuming the subject survives,
it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming
permanent, but the negative levels from enervation don't last long enough to do so. An undead creature struck by the ray gains 1d4 x 5 temporary
hit points for 1 hour.
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ENLARGE PERSON
School: Transmutation
Level: sorcerer/wizard 1, alchemist 1, summoner 1, witch 1, magus 1, bloodrager 1, occultist 1, psychic 1
Casting time: 1 round
Components: V, S, M (powdered iron)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one humanoid creature
Duration: 1 min./level (D);
Saving Throw: Fortitude negates
Spell Resistance: yes
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's
size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty
on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10
feet. This spell does not change the target's speed. If insufficient room is available for the desired growth, the creature attains the maximum
possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without
harm by the materials enclosing it-the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is
similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see page 145). Other magical properties are not affected by
this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal
size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack. Enlarge person counters and dispels reduce person. Enlarge person can be made
permanent with a permanency spell.
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School: Necromancy
Level: alchemist 4, sorcerer/wizard 4, witch 4, bloodrager 4, shaman 4, occultist 4, psychic 4, mesmerist 3, spiritualist 4
Casting time: 1 standard action
Components: V, S, M (a drop of blood)
Range: personal
Targets: you
Duration: 1 hour/level or until discharged; see text;
This spell functions as false life, except you gain temporary hit points equal to 2d10 + 1 point per caster level (maximum +20). The effects of this
spell do not stack with those of false life.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC
FIREBALL
School: Evocation
Level: sorcerer/wizard 3, magus 3, bloodrager 3, occultist 3
Descriptor: fire
Casting time: 1 standard action
Components: V, S, M (a ball of bat guano and sulfur)
Range: long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: instantaneous;
Saving Throw: Reflex half
Spell Resistance: yes
A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum
10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure. You point your finger
and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless
it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact
results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening
with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. The fireball sets fire to combustibles and damages
objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing
barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any
other spell effect does.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
FLY
School: Transmutation
Level: sorcerer/wizard 3, alchemist 3, summoner 3, witch 3, magus 3, bloodrager 3, shaman 3, occultist 3, psychic 3, spiritualist 3
Casting time: 1 standard action
Components: V, S, F (a wing feather)
Range: touch
Targets: creature touched
Duration: 1 min./level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes (harmless)
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half
speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the
subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum
load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level. Should the spell duration expire while the
subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of
time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it,
the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
GHOUL TOUCH
School: Necromancy
Level: sorcerer/wizard 2, bloodrager 2, spiritualist 2
Casting time: 1 standard action
Components: V, S, M (cloth from a ghoul or earth from a ghoul's lair)
Range: touch
Targets: living humanoid touched
Duration: 1d6+2 rounds;
Saving Throw: Fortitude negates
Spell Resistance: yes
Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee
touch attack. A paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened
(Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the
stench. This is a poison effect.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
GLITTERDUST
HASTE
School: Transmutation
Level: alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 2, bloodrager 3, occultist 3, psychic 3, spiritualist 3
Casting time: 1 standard action
Components: V, S, M (a shaving of licorice root)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects. When making a full attack action, a hasted
creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus
any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it
actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1
bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any)
also makes you lose dodge bonuses. All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim)
increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement
bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters
slow.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
HEROISM
LONG ARM
School: Transmutation
Level: alchemist 1, bloodrager 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1, psychic 1
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 minute/level (D);
Your arms temporarily grow in length, increasing your reach with those limbs by 5 feet.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Class Guide Copyright 2014, Paizo Inc
MIRROR IMAGE
School: Illusion (figment)
Level: bard 2, sorcerer/wizard 2, magus 2, bloodrager 2, occultist 2, psychic 2, mesmerist 2
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 min./level;
This spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and
attack you. When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images
remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a
spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see
whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is
destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack
roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a
figment. An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the
normal miss chances still apply).
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
MONSTROUS PHYSIQUE II
PHANTOM STEED
RESIST ENERGY
School: Abjuration
Level: alchemist 2, cleric/oracle 2, druid 2, inquisitor 2, paladin 2, ranger 1, sorcerer/wizard 2, summoner 2, bloodrager 2, shaman 2, occultist 2,
psychic 2, spiritualist 2
Casting time: 1 standard action
Components: V, S, DF
Range: touch
Targets: creature touched
Duration: 10 min./level;
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or
sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether
from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy
resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as
well. Resist energy absorbs only damage. The subject could still suffer unfortunate side effects. Resist energy overlaps (and does not stack with)
protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is
exhausted.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
SEE INVISIBILITY
School: Divination
Level: bard 3, sorcerer/wizard 2, alchemist 2, summoner 2, witch 2, inquisitor 2, bloodrager 2, occultist 2, psychic 2, mesmerist 3, spiritualist 2
Casting time: 1 standard action
Components: V, S, M (talc and powdered silver)
Range: personal
Targets: you
Duration: 10 min./level;
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible.
Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal
creatures. The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects.
It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see. See invisibility can be made permanent with a permanency
spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
SHIELD
School: Abjuration
Level: sorcerer/wizard 1, alchemist 1, summoner 1, magus 1, bloodrager 1, occultist 1, psychic 1, spiritualist 1
Descriptor: force
Casting time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 min./level;
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4
shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane
spell failure chance.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
SHOCKING IMAGE
STONE SHIELD
TRUE STRIKE
School: Divination
Level: sorcerer/wizard 1, alchemist 1, inquisitor 1, magus 1, bloodrager 1, psychic 1
Casting time: 1 standard action
Components: V, F (small wooden replica of an archery target)
Range: personal
Targets: you
Duration: see text;
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of
the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed
target.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
WINDY ESCAPE
School: Transmutation
Level: bard 1, druid 1, magus 1, sorcerer/wizard 1, bloodrager 1
Descriptor: air
Casting time: 1 immediate action
Components: V, S
Range: personal
Targets: you
Duration: instantaneous;
You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you. You gain DR 10/magic
against this attack and are immune to any poison, sneak attacks, or critical hit effect from that attack. You cannot use windy escape against an
attack of opportunity you provoked by casting a spell, using a spell-like ability, or using any other magical ability that provokes an attack of
opportunity when used.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Race Guide Copyright 2012, Paizo Publishing, LLC
ARCANE STRIKE
Requirements: None
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to
Dexterity- and Strength-based skill checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
Requirements: Arcane Strike, ability to cast arcane spells, bloodrage class feature.
While you are bloodraging, you don't need to spend a swift action to use your Arcane Strike-it is always in effect. When
you use this ability with Vital Strike, Improved Vital Strike, or Greater Vital Strike, the bonus on damage rolls for Arcane
Strike is multiplied by the number of times (two, three, or four) you roll damage dice for one of those feats.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Class Guide Copyright 2014, Paizo Inc
COMBAT REFLEXES
Requirements: None
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you
may also make attacks of opportunity while flat-footed.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
ESCHEW MATERIALS
Requirements: None
You can cast any spell with a material component costing 1 gp or less without needing that component. the casting of
the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than
1 gp, you must have the material component on hand to cast the spell, as normal.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
FURIOUS FINISH
Requirements: Rage class feature, Vital Strike, base attack bonus +6.
While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage
equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued
(even if you would not normally be).
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC
GREAT FORTITUDE
Requirements: None
You get a +2 bonus on all Fortitude saving throws.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
GREATER VITAL STRIKE
Requirements: Improved Vital Strike, Vital Strike, base attack bonus +16.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional
damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses
from Strength, weapon abilities (such as flaming), precision-based damage (such as sneak attack), and other damage
bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
IMPROVED CRITICAL
IMPROVED INITIATIVE
Requirements: None
You get a +4 bonus on initiative checks.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
Requirements: None
You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes
while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
IRON WILL
Requirements: None
You get a +2 bonus on all Will saving throws.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
POWER ATTACK
RAGING BRUTALITY
Requirements: Str 13, rage class feature, Power Attack, base attack bonus +12.
While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your
Constitution bonus on damage rolls for melee attacks or thrown weapon attacks you make on your turn. If you are using
the weapon two-handed, instead add 1-1/2 times your Constitution bonus. This bonus damage is not multiplied on a
critical hit.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC
RAGING VITALITY
SHIELD PROFICIENCY
Requirements: None
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-
based skills.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
VITAL STRIKE
Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
Notes
Custom skill points added to build