TEXT: Advanced
  Bloodrager Bloodlines
  RJ Grady
  
  Advanced Bloodrager Bloodlines
  by RJ Grady
  Some artwork © 2015 Eric Lofgren, used with permission. All rights reserved.
  Some artwork by Gary Dupuis, Jeremy Hart, David Lewis Johnson, Matt Morrow
  Some artwork by Maciej Zagorski, The Forge Studios, used under license. 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game 
  from Paizo Inc.. See http://paizo.com/pathfinderRPG for more information on the Pathfinder 
  Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the 
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  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
  1
  
  Advanced Bloodrager Bloodlines
  These bloodlines are offered as additional 
  choices for the bloodrager's bloodline class 
  feature. Unless otherwise noted, the DC to save 
  against granted abilities is equal to 10 + 1/2 the 
  bloodrager's level + the bloodrager's Constitution 
  modifier.
  Some spells or abilities can be found in 
  supplemental materials. Use the following key:
  ACG: Pathfinder Roleplaying Game: Advanced 
  Class Guide
  APG: Pathfinder Roleplaying Game: Advanced 
  Player’s Guide
  UM: Pathfinder Roleplaying Game: Ultimate 
  Magic
  Accursed 
  Somewhere in your family history, a hag's foul 
  influence entered your bloodline. You may 
  actually be related to the hag, or you may still be 
  suffering the effects of a curse that a hag laid 
  upon your kin in generations past. 
  Bonus Feats: Alertness, Blind-Fight, Combat 
  Casting, Deceitful, Endurance, Great Fortitude, 
  Mounted Combat.
  Bonus Spells: bane (7th), bull’s strength 
  (10th), ray of exhaustion (13th), bestow curse 
  (16th).
  Bloodline Powers: The source of your power 
  isn't pretty, but it does allow you to emulate the 
  preternatural ugliness and toughness of a hag.
  Claws (Su): At 1st level, your fingers twist into
  claws while bloodraging. These claws are 
  treated as natural weapons, allowing you to 
  make two claw attacks as a full attack, using 
  your full base attack bonus. These attacks 
  each deal an amount of damage equal to 1d6 
  (1d4 if you are Small) + your Strength 
  modifier. At 4th level, these claws are 
  considered magic weapons for the purpose of
  overcoming damage resistance. At 8th level, 
  the damage increases to 1d8 points (1d6 if 
  you are Small). At 12th level, you deal 2 
  Strength damage unless your opponent makes
  a Fortitude save. The save DC is equal to 10 
  2
  
  + 1/2 your bloodrager level + your 
  Constitution modifier.
  Wretched Endurance (Ex): At 4th level, you 
  gain a +2 bonus on all saving throws against 
  charm, cold, fear, fire, and sleep effects. At 
  8th level, these bonuses increase to +4.
  Dread Gaze (Su): At 8th level, you gain a form
  of the green hag's evil eye power. As a 
  standard action, you may fix your gaze on 
  any one creature within 60 feet. The target 
  must make a Will save (DC 10 + 1/2 your 
  bloodrager level + your Constitution 
  modifier) or be staggered for 1 round for 
  every 2 bloodrager levels you possess. You 
  may use this ability once per day at 8th level. 
  At 12th level, you can use this ability twice 
  per day. At 16th level, you may use this 
  ability three times per day.
  Bog Haunt (Ex): At 12th level, you gain a 
  swim speed of 30 feet. 
  Living Nightmare (Su): At 16th level, you can 
  use ethereal jaunt, once per day, using your 
  bloodrager level as your caster level. When 
  you activate this ability, enemies within a 30 
  foot radius of you must make a Will save or 
  become shaken. The save DC is equal to 10 +
  1/2 your bloodrager level + your Constitution
  modifier.
  Fearsome Survival (Su): At 20th level, your 
  hag-blood gives you considerable resilience. 
  You gain DR 10/cold iron, and gain SR equal
  to 6 + your sorcerer level. You have these 
  benefits constantly, even while not 
  bloodraging.
  Aquatic 
  Your family traces its heritage back to the 
  ocean depths, whether scions of undersea empires
  left in the wake of nomadic sea-tribes, or the 
  spawn of creeping ichthyic infiltrators into remote
  seaside villages. The crash of the sea roars in your
  blood when you rage. 
  Bonus Feats: Athletic, Blind-Fight, Dodge, 
  Great Fortitude, Mobility, Intimidating Prowess, 
  Toughness
  Bonus Spells: touch of the sea APG (7th), 
  slipstream APG (10th), aqueous orb APG (13th), 
  monstrous physique II UM (16th).
  Bloodline Powers: While bloodraging, you 
  display a command of the waves, while revealing 
  your heritage as a scion of the deep. 
  Charging Wave (Su): At 1st level, when you hit
  a creature with a charge attack, that creature 
  must make a Fortitude save or be staggered 
  3
  
  for 1 round for every 2 bloodrager levels 
  (minimum 1 round). The DC of this save is 
  equal to 10 + 1/2 your bloodrager level + 
  your Constitution modifier. 
  Aquatic Movement (Ex): At 4th level, you gain
  a swim speed of 30 feet, even when not in a 
  bloodrage.
  Aquatic Adaptation (Ex): At 8th level, you 
  gain the amphibious special quality and 
  develop a fat layer that grants a +1 natural 
  armor bonus and resist cold 5. When 
  immersed in water, you gain blindsense 30 
  feet. At 12th level, you gain a swim speed of 
  60 feet and blindsense of 60 feet in water.
  Aquatic Shape (Su): At 12th level, when you 
  bloodrage, you can become a creature of the 
  aquatic type, as beast shape IV. Instead of the
  normal duration, you retain this shape as long
  as you are in bloodrage. 
  Crashing Waves (Su): At 16th level, you can 
  surround yourself with churning waves. On 
  land, the ground within 15 feet of you is 
  treated as difficult terrain for anyone but you.
  If you in or under water, the water within 15 
  feet of you is treated as stormy water, and the
  water 15 feet beyond that is treated as rough 
  water. You can dismiss this effect as a free 
  action; otherwise it last until the end of your 
  bloodrage.
  Deep One (Ex): At 20th level, you gain 
  blindsense 60 feet and your body is covered 
  with fine, slippery scales that grant DR 
  10/piercing, resist cold 20, and continuous 
  freedom of movement. Underwater, you gain 
  evasion and blindsight 120 feet, and you are 
  immune to pressure damage from deep water.
  You gain the amphibious special quality. You 
  have these benefits constantly, even while not
  bloodraging.
  Boreal 
  Descended from inhabitants of the lands of ice 
  and snow, you count among your ancestors giant-
  kin, troll-born, and frost-rimed spirits. Their 
  savage and raw energies flow down through 
  generations to infuse you with the wrath of the 
  polar wind.
  Bonus Feats: Arcane Strike, Diehard, 
  Endurance, Exotic Weapon Proficiency, Great 
  Fortitude, Power Attack, Toughness.
  Bonus Spells: enlarge person (7th), rage 
  (10th), elemental aura (cold only) APG (13th), 
  wall of ice (16th).
  Bloodline Powers: Your connection to 
  primeval winters grants you a chilling savagery 
  that few still can withstand.
  Wintery Strike (Su): At 1st level, as a swift 
  action up to three times per day you can 
  infuse your attacks with wintery cold. When 
  you do, your melee attacks gain the frost 
  weapon special ability for 1 round. At 12th 
  level, you can use this ability five times per 
  day, and the effect is treated as icy burst.
  Icewalker (Ex): At 4th level, you gain resist 
  cold 5 and can move across snow and icy 
  surfaces without penalty and without leaving 
  tracks. At 12th level, you gain resist cold 10 
  and can climb icy surfaces as if using spider 
  climb.
  Storm Breath (Su): At 8th level, you can 
  unleash a powerful breath like a polar storm. 
  Your breath weapon is 60 feet long and deals 
  4d6 cold damage. Creatures in the area may 
  make a Reflex saving throw for half damage. 
  4
  
  The area is also affected as the spells gust of 
  wind and sleet storm. The DC of the saves is 
  equal to 10 + 1/2 your bloodrager level + 
  your Constitution modifier. You may use this 
  ability once per day at 8th level, twice at 
  12th, and three times at 16th.
  Snow Shroud (Su): At 12th level, you ignore 
  concealment and Perception penalties in 
  natural or magical snow, ice, fog, and similar 
  weather conditions. In addition, as a free 
  action when you bloodrage, you can surround
  yourself with a cloak of swirling snow for a 
  number of rounds per day equal to your 
  bloodrager level. This power acts and deals 
  damage as a fire shield (chill shield) that 
  sheds no light. It provides a 20% miss chance
  on attacks made against you. You can use this
  ability once per day at 12th level, and twice 
  at 16th level.
  Boreal Shape (Su): At 16th level, when you 
  enter a bloodrage, you can take on a primeval
  form. You can become a giant (as giant form 
  I, but you cannot take the shape of a creature 
  with the fire subtype) or an animal or magical
  beast native to a cold environment (as beast 
  shape IV). Instead of the normal duration, 
  Child of Ancient Winters (Su): At 20th level, 
  you gain the cold subtype and you become 
  immune to fatigue and exhaustion. In 
  addition, you gain immunity to sneak attacks 
  and critical hits. This power causes you to 
  gain vulnerability to fire. You have these 
  benefits constantly, even while not 
  bloodraging.
  Deep Earth 
  The echoing cave-songs and the rumble and 
  creak of primal spirits deep below the ground 
  thrum in your soul and in all your family line. 
  Your rage is like an avalanche, irresistible once 
  unleashed. 
  Bonus Feats: Acrobatic Steps, Alertness, 
  Blind-Fight, Improved Bull Rush, Nimble Moves,
  Power Attack, Toughness.
  Bonus Spells: expeditious excavation APG (7th),
  darkvision (10th), shifting sand APG (13th), 
  stoneskin (16th).
  Bloodline Powers: While bloodraging, you 
  manifest the unyielding power of the earth’s 
  bones. 
  Stone Fists (Su): At 1st level, your hands 
  transform into living stone. Your unarmed 
  strikes do not provoke attacks of opportunity 
  and deal 1d6 points of lethal bludgeoning 
  damage (1d4 if you are Small). In addition, 
  your unarmed strikes ignore the hardness of 
  any object with a hardness less than 8. At 4th 
  level, your fists are considered magic 
  weapons for the purpose of overcoming 
  5
  
  damage resistance. At 8th level, the damage 
  increases to 1d8 points (1d6 if you are 
  Small). At 12th level, your fists are 
  considered adamantine for the purpose of 
  overcoming damage resistance or hardness. 
  Deep Senses (Ex): At 4th level, you gain 
  darkvision 60 feet. If you already have 
  darkvision, it increases by +30 feet. At 8th 
  level, you gain tremorsense 30 feet. At 12th 
  level, your tremorsense increases to 60 feet. 
  Crystalline Weapon (Sp): At 8th level, any 
  metal or stone melee weapon you wield gains
  the bane property against any creature with 
  the earth subtype, oozes, or constructs made 
  of stone or metal.
  Rock Hard (Ex): At 12th level, the penalty you
  take to AC for bloodrage is reduced by 1 (to 
  -1). At 16th level, the penalty decreases by 1 
  more (to -0). 
  Earth Glide (Ex): At 16th level, you can glide 
  through any sort of natural earth or stone as 
  easily as a fish swims through water, with a 
  burrow speed equal to half your normal 
  speed. You do not leave a tunnel or trace of 
  your passage. You can use this ability for 1 
  minute per bloodrager level each day. The 
  duration need not be continuous, but it must 
  be used in 1-minute increments.
  Strength of Stone (Su): At 20th level, your 
  flesh becomes as hard as stone, giving you 
  DR 10/adamantine, and you become immune 
  to petrification. You suffer no penalties while 
  squeezing through tight spaces and are 
  immune to bull rush, drag, grapple, 
  reposition, and trip maneuvers, and to push 
  and pull effects as long as you are standing 
  on the ground. You have these benefits 
  constantly, even while not bloodraging.
  Djinni
  You were born with the power of air genies, 
  and the blood of the djinn is strong in you.
  Bonus Feats:  Dodge, Great Fortitude, 
  Improved Initiative, Lightning Reflexes, Power 
  Attack, Weapon Focus, Wind Stance.
  Bonus Spells: shocking grasp (7th), 
  invisibility (10th), wind wall (13th), fire shield 
  (protects from and deals electricity damage) 
  (16th).
  Bloodline Powers: While bloodraging, you 
  manifest the fury of your djinni forebears.
  Lightning Strikes (Su): At 1st level, three times
  a day as a swift action you can imbue your 
  melee attacks with elemental energy. For 1 
  round, your melee attacks deal an additional 
  1d6 points of electricity damage. At 8th level,
  you can use this ability up to five times per 
  day. At 20th level, all your melee attacks deal
  this damage, and you don't need to activate 
  this ability.
  Genie Stature (Su): At 4th level, when entering
  a bloodrage, you can grow one size category 
  larger than your base size (as enlarge person) 
  even if you aren't humanoid.
  Elemental Resistance (Ex): At 8th level, you 
  gain acid resistance 10. Your acid resistance 
  increases to 20 at 12th level.
  Whirlwind (Su): At 12th level, you gain the 
  ability to turn into a 10-foot-high whirlwind 
  once per day for 1 round per bloodrager 
  level.
  Air Movement (Su): At 16th level, you gain a 
  6
  
  fly speed of 60 feet with average 
  maneuverability. 
  Vizier of the Blade (Ex): At 20th level, you 
  gain immunity to acid damage. All your 
  melee attacks are treated as having the bane 
  magic weapon property against creatures of 
  the earth subtype and outsiders of the earth 
  and fire subtypes. You have these benefits 
  constantly, even while not bloodraging.
  A Note on Genies
  You may notice that the Djinni and Shaitan 
  bloodlines do not have the same energy 
  resistances as the corresponding sorcerer 
  bloodlines. This was done to make the 
  bloodrager more like actual genies. Djinn are 
  immune to acid, and shaitan to electricity. If 
  you prefer to tie the genie bloodlines more 
  closely to the elements, or the most recent 
  errata on those sorcerer bloodlines, feel free to 
  switch their resistances and immunities. 
  Dreamspun 
  Your family is a long line of dreamers, who 
  dream not as ordinary mortals do but rather as 
  those who reach through and touch the supernal 
  realm of dreams and the farthest shores of night. 
  Whether it is a gift or curse is not always clear, 
  but your visions of the past and future empower 
  you. 
  Bonus Feats:  Alertness, Blind-Fight, 
  Deceitful, Dodge, Improved Initiative, Iron Will, 
  Persuasive.
  Bonus Spells: sleep (7th), augury (10th), deep
  slumber (13th), phantasmal killer (16th).
  Bloodline Powers: While bloodraging, you 
  see past, future, and possible, existing halfway in 
  the world of dreams.
  Drowsy Aura (Su): At 1st level, enemies within
  a 30 feet emanation of you must make a Will 
  save or suffer the effects of lullaby as long as 
  they are in the radius. The DC of this save is 
  equal to 10 + 1/2 your bloodrager level + 
  your Constitution modifier. Enemies who 
  leave the area are free of the effects, but can 
  be affected again at the beginning of your 
  next turn. 
  Combat Precognition (Su): Your insight into 
  the future grants you an advantage in combat.
  At 4th level and every 4 levels thereafter, you
  gain a +1 insight bonus on initiative checks.
  Lucid Dreamer (Ex): At 8th level, you become 
  immune to sleep effects and gain a +2 bonus 
  to save against compulsions. 
  Insightful Attack (Su): At 12th level, once per 
  day as a free action, you may grant yourself 
  an insight bonus equal to 1/2 your bloodrager
  level (minimum 1) on one melee attack.  
  Additionally, you are not affected by the miss
  chance that applies to attackers trying to 
  strike a concealed target. You may use this 
  ability twice per day at 16th level, and three 
  times at 20th. 
  Imperious Eye of Somnus (Su): At 16th level, 
  you can manifest a mystical eye on your 
  7
  
  forehead that compels others to sleep. When 
  you activate this ability, you gain a gaze 
  attack with a 60 feet range that has the effects
  of a triggered symbol of sleep with no HD 
  limit. The DC of the Will save is equal to 10 
  + 1/2 your bloodrager level + your 
  Constitution modifier. The gaze attack ceases
  to function when your bloodrage ends. You 
  may use this ability once per day. 
  Dream Warrior (Su): At 20th level, you are 
  immune to mind-affecting and divination 
  effects, except those you allow to affect you. 
  You have these benefits constantly, even 
  while not bloodraging. Once per day, you can
  use weird, as the spell, using your bloodrager 
  level as the caster level. The DC of this save 
  is equal to 10 + 1/2 your bloodrager level + 
  your Constitution modifier.
  Efreeti
  You were born with the power of fire genies, 
  and the blood of the efreet is strong in you.
  Bonus Feats: Combat Reflexes, Dodge, Great 
  Fortitude, Improved Initiative, Improved 
  Unarmed Strike, Lightning Reflexes, Weapon 
  Focus.
  Bonus Spells: burning hands (7th), scorching 
  ray (10th), elemental aura APG (fire only) (13th), 
  wall of fire (16th).
  Bloodline Powers: While bloodraging, you 
  manifest the wrath of the dread efreet. 
  Fiery Strikes (Su): At 1st level, three times a 
  day as a swift action you can imbue your 
  melee attacks with elemental energy. For 1 
  round, your melee attacks deal an additional 
  1d6 points of fire damage. At 8th level, you 
  can use this ability up to five times per day. 
  At 20th level, all your melee attacks deal this 
  damage, and you don't need to activate this 
  ability.
  Genie Stature (Su): At 4th level, when entering
  a bloodrage, you can grow one size category 
  larger than your base size (as enlarge person)
  even if you aren't humanoid.
  Elemental Resistance (Ex): At 8th level, you 
  gain fire resistance 10. Your fire resistance 
  increases to 20 at 12th level.
  Heat (Su): At 12th level, your body deals 1d6 
  fire damage every round you grapple an 
  opponent, and with any attacks you make 
  with your body (such as unarmed strikes).
  Blazing Fast (Su): At 16th level, your base 
  movement increases by +30 feet.
  Malik of the Blade (Ex): At 20th level, you 
  gain immunity to fire damage and darkvision 
  60 feet. All your melee attacks are treated as 
  having the bane magic weapon property 
  against creatures of the cold subtype and 
  outsiders of the air and subtype. You have 
  these benefits constantly, even while not 
  bloodraging.
  Maestro
  The spiritual power of art and song runs 
  strongly through your family line. This may be 
  the result of ancient pacts made with azata 
  patrons, or even an inheritance from a lillend or 
  trumpet archon ancestor. When you rage, you 
  bring a song of thunder. 
  8
  
  Bonus Feats:  Deceitful, Greater Spell Focus 
  (enchantment), Iron Will, Lingering Performance,
  Persuasive, Spell Focus (enchantment), Spellsong
  Bonus Spells: ear-piercing scream UM (7th), 
  hideous laughter (10th), suggestion (13th), shout 
  (16th).
  Bloodline Powers: Your bloodrage is a 
  crescendo of fury.
  Harmonic Shield (Su): At 1st level, as a free 
  action you can sing resonant notes, granting 
  all allies within 30 feet a +2 bonus on saves 
  against sonic or language-dependent effects, 
  and a +2 deflection bonus against ranged 
  attacks. These bonuses increase by +1 at 8th 
  and 16th level. 
  Musical Assault (Sp): At 4th level, you can 
  sing at your opponent, accompanied by eerie 
  music that comes from the air. These ability 
  has a range of 100 feet and affects up to 1 
  opponent for every two bloodrager levels, no 
  two of whom can be more than 30 feet apart. 
  Affected opponents must make a Will save or
  become fascinated and shaken for 1 round 
  per bloodrager level. The DC of this save is 
  equal to 10 + 1/2 your bloodrager level + 
  your Constitution modifier. This is a sonic, 
  mind-affecting effect. Abilities that extend 
  the duration of a bardic performance or cause
  it to linger work on this ability. You can use 
  this ability once per day at 4th level, twice at 
  10th level, and three times at 16th level. 
  Palisade Aria (Sp): At 8th level, you can sing 
  into existence a wall of sound. This works 
  like wind wall, except that it requires a verbal
  component, and has a duration of 
  Concentration (while singing) + 1 
  round/bloodrager level. Abilities that extend 
  the duration of a bardic performance or cause
  it to linger work on this ability. Use your 
  bloodrager level as your caster level. 
  Perfect Voice (Su): At 12th level, you 
  understand all efforts to communicate 
  through sound, and can make yourself 
  understood to any creature able to understand
  language. You can speak to, and understand 
  the speech of, any creature that understands 
  at least one spoken language. The save DCs 
  of language-dependent and sonic spells you 
  cast increase by +1. You have these benefits 
  constantly, even while not bloodraging.
  Shout of Fury (Sp): At 16th level, you can use 
  greater shout, as the spell, three times per 
  day. The DC of the save is equal to 10 + 1/2 
  your bloodrager level + your Constitution 
  modifier.
  Grand Maestro (Su): At 20th level, the power 
  of pure magic music flows through you. You 
  cast any spell with a verbal component as if it
  had the Still Spell metamagic feat applied to 
  it, with no increase to the casting time or 
  spell slot required to cast it. You gain 
  immunity to sonic damage and language-
  dependent spells. You have these benefits 
  constantly, even while not bloodraging.
  Marid
  You were born with the power of water genies,
  and the blood of the marids is strong in you.
  Bonus Feats: Dodge, Great Fortitude, 
  Improved Initiative, Improved Bull Rush, 
  Lightning Reflexes, Power Attack, Weapon 
  Focus.
  Bonus Spells: wave shield ACG (7th), see 
  9
  
  invisibility (10th), aqueous orb APG (13th), wall of 
  ice (16th).
  Bloodline Powers: While bloodraging, you 
  manifest the fury of your marid ancestors. 
  Chill Strikes (Su): At 1st level, three times a 
  day as a swift action you can imbue your 
  melee attacks with elemental energy. For 1 
  round, your melee attacks deal an additional 
  1d6 points of cold damage. At 8th level, you 
  can use this ability up to five times per day. 
  At 20th level, all your melee attacks deal this 
  damage, and you don't need to activate this 
  ability.
  Genie Stature (Su): At 4th level, when entering
  a bloodrage, you can grow one size category 
  larger than your base size (as enlarge person)
  even if you aren't humanoid.
  Elemental Resistance (Ex): At 8th level, you 
  gain cold resistance 10. Your cold resistance 
  increases to 20 at 12th level.
  Elemental Movement (Su): At 12th level, gain 
  a swim speed of 60 feet.
  Tidal Control (Sp): At 16th level, you can use 
  raise or lower waters. This works like control
  water, but with a range of touch. You can use 
  this ability once per day. 
  Shazahda of the Blade (Ex): At 20th level, you 
  gain immunity to cold damage and 
  darkvision 60 feet. All your melee attacks are
  treated as having the bane magic weapon 
  property against creatures of the fire subtype. 
  You have these benefits constantly, even 
  while not bloodraging.
  Protean 
  You have in your veins the ever-changing 
  wildness of primal chaos, the raw essence of 
  unbound creation. Your mind and spirit burst with
  the constant inspiration of consummate freedom, 
  though you have difficulty channeling your 
  unbridled rage.
  Bonus Feats: Great Fortitude, Improved Great
  Fortitude, Improved Initiative, Iron Will, Lunge, 
  Spell Focus, Toughness.
  Bonus Spells: entropic shield (7th), blur 
  (10th), haste (13th), confusion (16th).
  Bloodline Powers: While bloodraging, you 
  unleash the primal chaos.
  Protoplasmic Strikes (Su): At 1st level, three 
  times a day as a swift action you can imbue 
  your melee attacks with protoplasm. For 1 
  10
  
  round, your melee attacks deal an additional 
  1 point of acid damage and an opponent who 
  is struck is affected as though hit by a 
  tanglefoot bag. An opponent who is 
  entangled continues to take 1 point of acid 
  damage per round, to a maximum number of 
  rounds equal to your bloodrager level. 
  Protean Resistances (Ex): At 4th level, you 
  gain resist acid 5 and a +2 bonus on saving 
  throws against polymorph, petrification, and 
  transmutation spells or effects. At 8th level, 
  you gain resist acid 10 and your save bonus 
  increases to +4.
  Reality Wrinkle (Sp): At 8th level, you can 
  surround yourself with a mobile, 10-foot-
  radius emanation of mutable reality. This 
  rippling distortion is similar to solid fog but 
  does not provide concealment or block line of
  sight. Your movement is not slowed by this 
  aura. Attacks from outside the aura suffer a 
  20% miss chance against targets inside the 
  aura. You may use this ability a number of 
  rounds per day equal to your sorcerer level, 
  though this duration need not be continuous.
  Disintegrating Critical (Su): At 12th level, 
  when you confirm a critical hit with a melee 
  attack, you deal an additional 2d6 damage. 
  Any creature reduced to 0 or fewer hit points 
  by your attack is entirely disintegrated, 
  leaving behind only a trace of fine dust. A 
  disintegrated creature's equipment is 
  unaffected. You may use this ability once per 
  day. At 16th level, the additional damage is 
  increased to +4d6, and you may use the 
  ability twice per day, but only once per 
  round. At 20th level, you deal +6d6 damage, 
  and you may use the ability three times per 
  day.
  Spatial Tear (Sp): At 16th level, once per day, 
  you can unravel the fibers of reality and ride 
  along them as they snap back into place. This
  power functions as dimension door, while 
  also creating a mass of black tentacles 
  centered on your former location. Both of 
  these effects use your bloodrager level as the 
  caster level. At 20th level, you can use this 
  ability twice per day.
  Avatar of Chaos (Ex): At 20th level, you are 
  infused with the essence of raw chaos. You 
  gain immunity to acid, petrification, and 
  polymorph effects (except when cast on self),
  as well as a +2 bonus to save DCs and on 
  checks to overcome spell penetration against 
  creatures with the lawful subtype. You have 
  these benefits constantly, even while not 
  bloodraging.
  Rakshasa 
  At some point in your family's history, one of 
  your ancestors was tainted by the influence of a 
  rakshasa. Though most of your family seem 
  entirely normal, you have always felt your own 
  skin is a prison. When you rage, the beast 
  emerges.
  11
  
  Bonus Feats: Alertness, Deceitful, Dodge, 
  Improved Critical, Improved Initiative, Stealthy, 
  Weapon Focus
  Bonus Spells: vanish APG (7th), detect thoughts
  (10th), suggestion (13th), fire shield (16th).
  Bloodline Powers: While bloodraging, your 
  strange heritage makes itself known, transforming
  your body and unlocking terrifying powers. 
  Claws (Su): At 1st level, while bloodraging, 
  you grow claws. These claws are treated as 
  natural weapons, allowing you to make two 
  claw attacks as a full attack, using your full 
  base attack bonus. These attacks each deal an
  amount of damage equal to 1d6 (1d4 if you 
  are Small) + your Strength modifier. At 4th 
  level, these claws are considered magic 
  weapons for the purpose of overcoming 
  damage resistance. At 8th level, the damage 
  increases to 1d8 points (1d6 if you are 
  Small). At 12th level, these claws become 
  shocking weapons, which deal an additional 
  1d6 points of electricity damage on a hit.
  Bite (Su): At 4th level, your head transforms 
  into the head of a powerful predator, such as 
  a tiger, wolf, boar, or mantis. You gain a bite 
  attack that deals an amount of damage equal 
  to 1d6 (1d4 if you are Small) + your Strength
  modifier. This bite is considered a magic 
  weapon for the purpose of overcoming 
  damage resistance.  At 8th level, the damage 
  increases to 1d8 points (1d6 if you are 
  Small). At 12th level, your bite does more 
  damage on a critical hit, increasing its 
  multiplier from x2 to x3.  
  Eyes of the Spirit (Su): At 8th level, you gain 
  darkvision 60 feet, and benefit constantly 
  from a detect magic effect.
  Strip the Soul (Sp): At 12th level, you can tear 
  open weak minds like a scourge. This works 
  like the spell fear. In addition, you can read 
  the surface thoughts of anyone who fails their
  save, as if you had used detect thoughts and 
  concentrated for 3 rounds.  The DC of this 
  save is equal to 10 + 1/2 your bloodrager 
  level + your Constitution modifier. 
  Alter Self (Sp): At 16th level, you can change 
  your shape into that of any humanoid at will. 
  This ability acts like alter self, except you 
  may remain in a chosen form as long as you 
  want. You may use this ability even while not
  bloodraging.
  Outsider (Su): At 20th level, your natural form
  becomes an animal-headed humanoid, like a 
  true rakshasa. This does not affect your 
  ability to speak or cast spells. You can use 
  your alter self or other disguise and 
  polymorph abilities to assume your original 
  form or other forms when it suits you. You 
  are forevermore treated as a native outsider 
  rather than as a humanoid (or whatever your 
  original type was) for the purpose of spells 
  and other magical effects. Unlike other 
  outsiders, you can still be brought back from 
  the dead as if you were a member of your 
  previous creature type. You gain DR 
  10/piercing. You have these benefits 
  constantly, even while not bloodraging.
  Serpentine 
  Your bloodline carries the lingering stain of 
  ancient serpent races that ruled when the world 
  was young; your forebears were likely favored 
  slaves anointed by their reptilian masters and 
  gifted with their cold cunning and ruthlessness. 
  You are mesmeric and savage. 
  12
  
  Bonus Feats: Combat Casting, Combat 
  Reflexes, Deceitful, Deft Hands, Great Fortitude, 
  Persuasive, Stealthy.
  Bonus Spells: hypnotism (7th), bull’s strength 
  (10th), hold person (13th), poison (16th).
  Bloodline Powers: While bloodraging, you 
  display the deep influence of your bloodline, 
  unleashing fang and venom with fury and 
  cunning.
  Serpent's Fang (Ex): At 1st level, you grow 
  fangs. These fangs are treated as a natural 
  weapon inflicting 1d4 points of damage plus 
  your Strength modifier (1d3 if you are Small)
  plus poison (Bite—injury; save Fort DC 10 +
  1/2 your bloodrager level + your Constitution
  modifier; frequency 1/round for 6 rounds; 
  effect 1 Con damage; cure 1 save). At 4th 
  level, these fangs are considered magical for 
  the purpose of overcoming DR and the 
  poison damage increases to 1d2 Con. At 8th 
  level, your poison requires 2 successful saves
  to cure. At 12th level, your poison damage 
  increases to 1d4 Con. 
  Snakeskin (Ex): At 4th level, you gain a +1 
  bonus to natural armor, a +2 racial bonus on 
  saves against poison, and a +2 bonus on 
  Escape Artist checks. At 8th, 12th, and 16th 
  level, these bonuses increase by +1.
  Serpentine Gaze (Sp): At 8th level, as a free 
  action you can activate a gaze attack that 
  affects enemies within 30 feet of you. 
  Enemies must make a Will save or become 
  fascinated and shaken for 2d4 rounds. The 
  DC of the Will save is equal to 10 + 1/2 your 
  bloodrager level + your Constitution 
  modifier. This is a mind-affecting 
  compulsion. The gaze attack deactivates 
  when your bloodrage ends. You may use this 
  ability once per day at 8th level, twice per 
  day at 12th level, and three times per day at 
  16th level. 
  Seeking Tongue (Su): At 12th level, you gain 
  the scent quality. 
  Venomous Aura (Su): At 16th level, enemies 
  within 30 feet of you take a -4 penalty to save
  against poisons. 
  Scaled Soul (Su): At 20th level, you gain the 
  shapechanger subtype, and you can assume 
  the form of a reptilian humanoid (as alter 
  self) or snake of Diminutive to Huge size (as 
  beast shape III) at will. You retain the power 
  of speech and the ability to use somatic spell 
  components when transformed. You also 
  become immune to poison and paralysis. You
  may use serpent's fang as often as desired, 
  and you may choose to inflict damage to any 
  ability score. You have these benefits 
  constantly, even while not bloodraging.
  Shadow 
  Spirits from the shadow plane dally at times in 
  the world of light, and such as these lay with your
  ancestors once upon a time, imparting the mystery
  of shadow-stuff into your lineage. You are often 
  sullen and withdrawn, only to explode with 
  jagged rage when provoked. 
  Bonus Feats:  Acrobatic, Blind-Fight, Dodge, 
  Lighting Reflexes, Quick Draw, Stealthy, Weapon
  Focus.
  Bonus Spells: vanish APG (7th), darkvision 
  (10th), deeper darkness (13th), shadow projection
  13
  
  APG (16th).
  Bloodline Powers: While bloodraging, you are
  dark, subtle, and destructive.
  Shadowy Strike (Su): At 1st level, when you 
  confirm a critical hit the target must succeed 
  at a Fortitude saving throw or be blinded for 
  1 round by magical darkness. The DC of this 
  save is equal to 10 + 1/2 your bloodrager 
  level + your Constitution modifier. 
  Nighteye (Ex): At 4th level, you gain 
  darkvision 30 feet. At 8th level, you gain 
  darkvision 60 feet. If you already possess 
  darkvision, its range is increased by these 
  amounts.
  Shadow Doubles (Sp): At 8th level, you can 
  cast mirror image as a swift action, using 
  your bloodrager level as your caster level. 
  You may use this ability once per day at 8th 
  level, twice per day at 12th, and three times 
  at 16th.
  Shadow Power (Sp): At 12th level, you may 
  use shadow evocation once per day, using 
  your bloodrager level as your caster level. 
  The DC of the save is equal to 10 + 1/2 your 
  bloodrager level + your Constitution 
  modifier. 
  Enveloping Darkness (Sp): At 16th level, you 
  may create an area of deeper darkness that 
  you can see through without penalty. All 
  creatures except you are entangled within this
  darkness unless using freedom of movement 
  or a similar effect. You may use this ability 
  once per day.
  Shadow Master (Su): At 20th level, you can 
  see perfectly in natural or magical darkness. 
  In areas of dim illumination, you gain DR 
  10/-. You have these benefits constantly, even
  while not bloodraging.
  Shaitan
  You were born with the power of earth genies, 
  and the blood of the shaitans is strong in you.
  Bonus Feats:  Dodge, Great Fortitude, 
  Improved Bull Rush, Improved Initiative, 
  Lightning Reflexes, Power Attack, Weapon 
  Focus.
  Bonus Spells: true strike (7th), glitterdust 
  (10th), greater magic weapon (13th), stoneskin 
  (16th).
  Bloodline Powers: While bloodraging, you 
  unleash the might of your shaitan legators. 
  Vitriolic Strikes (Su): At 1st level, three times a
  day as a swift action you can imbue your 
  melee attacks with elemental energy. For 1 
  round, your melee attacks deal an additional 
  14
  
  1d6 points of acid damage. At 8th level, you 
  can use this ability up to five times per day. 
  At 20th level, all your melee attacks deal this 
  damage, and you don't need to activate this 
  ability.
  Genie Stature (Su): At 4th level, when entering
  a bloodrage, you can grow one size category 
  larger than your base size (as enlarge person)
  even if you aren't humanoid.
  Elemental Resistance (Ex): At 8th level, you 
  gain electricity resistance 10. Your electricity 
  resistance increases to 20 at 12th level.
  Stone Curse (Su): At 12th level, if you win a 
  bull rush check by 5 or more and push your 
  target into a stone barrier, the target must 
  make a Reflex save or be forced into the 
  barrier as if the target had cast meld into 
  stone until the victim makes a successful 
  Fortitude save as a full-round action to exit 
  the stone.  The DC of these saves is equal to 
  10 + 1/2 your bloodrager level + your 
  Constitution modifier. 
  Elemental Movement (Su): At 16th level, you 
  gain a burrow speed of 30 feet.
  Pasha of the Blade (Ex): At 20th level, you 
  gain immunity to electricity damage and 
  darkvision 60 feet. All your melee attacks are
  treated as having the bane magic weapon 
  property against creatures of the air subtype. 
  You have these benefits constantly, even 
  while not bloodraging.
  Starsoul
  You come from a line of stargazers and 
  explorers who delved deeply into the darkness 
  beyond the stars. In touching the void, the void 
  touched them, and your mind, spirit, and body 
  brim with the power of the vastness.
  Bonus Feats: Blind-Fight, Dodge, Endurance, 
  Great Fortitude, Improved Iron Will, Iron Will, 
  Toughness.
  Bonus Spells: feather fall (7th), glitterdust 
  (10th), blink (13th),  unbearable brightness ACG 
  (16th). 
  Bloodline Powers: While bloodraging, you 
  unleash the power and mystery of the void.
  Meteor Strike (Su): At 1st level, as a swift 
  action up to three times per day you can 
  infuse your attacks with starlight. When you 
  do, your melee attacks gain the flaming 
  weapon special ability for 1 round. At 12th 
  level, you can use this ability five times per 
  day, and the effect is treated as flaming burst.
  Voidwalker (Ex): At 4th level, you gain low-
  light vision and resist cold and fire 5. At 8th 
  level, you no longer need to breathe, as if 
  wearing a necklace of adaptation.
  Aurora Borealis (Sp): At 8th level, you can 
  create a sheet of cascading colors. This power
  acts as a wall of fire, but it inflicts cold 
  damage and does not radiate heat. However, 
  one side of the aurora designated by you 
  fascinates creatures within 10 feet, up to a 
  maximum of 2 HD of creatures per 
  bloodrager level. A Will save negates this 
  fascinate effect. The save DC is equal to 10 +
  1/2 your bloodrager level + your Constitution
  modifier. You may use this ability for a 
  number of rounds per day equal to your 
  bloodrager level. These rounds do not need to
  be consecutive.
  Star Flight (Su): At 12th level, you can fly 
  with a speed of 60 feet and good 
  maneuverability. At 20th level, your fly speed
  15
  
  increases to 80 feet.
  Gravity Reversal (Sp): At 16th level, you can 
  affect all enemies within 30 feet of you as the
  spell reverse gravity. Use your bloodrager 
  level as your caster level. The DC of this save
  is equal to 10 + 1/2 your bloodrager level + 
  your Constitution modifier. You may use this 
  ability once per day. 
  Starborn (Ex): At 20th level, you gain 
  immunity to cold and blindness, and you can 
  see perfectly in natural or magical darkness. 
  In addition, you gain fast healing 1 when you
  are outdoors at night. You have these benefits
  constantly, even while not bloodraging.
  Stormborn
  You trace your heritage to fierce and proud 
  spirits of storm and sky, and living lightning sings
  in your veins.
  Bonus Feats: Dodge, Great Fortitude, 
  Lightning Reflexes, Lightning Stance, Power 
  Attack,  Weapon Focus, Wind Stance
  Bonus Spells: shocking grasp (7th), gust of 
  wind (10th), lightning bolt (13th), detonate APG 
  (electricity only) (16th).
  Bloodline Powers: While bloodraging, you are
  like the storm itself. 
  Thunder Strikes (Su): At 1st level, as a swift 
  action up to three times per day you can 
  infuse your attacks with the power of the 
  storm. When you do, your melee attacks gain 
  the shocking weapon special ability for 1 
  round. At 12th level, you can use this ability 
  five times per day, and the effect is treated as 
  shocking burst.
  Stormchild (Ex): At 4th level, you gain resist 
  electricity 5 and resist sonic 5, and treat wind
  effects as being one step less severe. At 8th 
  level, you treat wind effects as being two 
  steps less severe and gain blindsense 60 feet 
  against concealment from natural or magical 
  fog, mist, or weather effects.
  Thunderbolt (Sp): At 8th level, you can 
  command a stroke of lightning to strike from 
  above in a 5-foot-radius cylinder 60 feet 
  high. The thunderbolt inflicts 1d6 points of 
  damage per bloodrager level; half of this 
  damage is electricity and half is sonic. A 
  Reflex save (DC 10 + 1/2 your bloodrager 
  level + your Constitution modifier) halves 
  this damage. Creatures failing their saves are 
  deafened for 1 round. At 8th level, you can 
  use this ability once per day, at 12th, twice 
  per day, and at 16th, three times per day. This
  power has a range of 120 feet.
  Thunderbird Wings (Su): At 12th level, when 
  16
  
  entering a bloodrage, you can choose to have 
  feathery wings grow from your back, giving 
  you a fly speed of 60 feet with average 
  maneuverability. At 16th level, your fly speed
  increases to 80 feet with good 
  maneuverability.
  Ride the Lightning (Sp): At 16th level, as a 
  full-round action you can become a living 
  lightning bolt and move in a straight line up 
  to 10 times your speed. You do not provoke 
  attacks of opportunity while moving in this 
  way. Creatures or objects in your path are 
  affected as by your thunderbolt power. 
  Creatures do not block your movement but 
  solid barriers do unless they are reduced to 0 
  hit points. You can use this power once per 
  day for a number of rounds equal to your 
  bloodrager level.
  Storm Lord (Ex): At 20th level, you are one 
  with the storm. You gain immunity to 
  deafness, stunning, and wind effects and gain
  blindsight 120 feet against concealment from 
  natural or magical fog, mist, or weather. 
  Once per day, when attacked with an 
  electricity or sonic effect, you may forgo 
  your saving throw and absorb the energies of 
  the attack, healing 1 point of damage for 
  every 3 points of damage the attack would 
  otherwise have dealt. You have these benefits
  constantly, even while not bloodraging.
  Verdant 
  Your progenitors infused themselves with raw 
  plant life, binding it into their own tissue and 
  passing it down to their literal seed, giving you an
  innate connection with nature’s might. 
  Bonus Feats:  Acrobatic Steps, Endurance, 
  Fleet, Great Fortitude, Iron Will, Nimble Moves, 
  Toughness.
  Bonus Spells: entangle (7th), barkskin (10th), 
  greater magic weapon (13th), command plants 
  (16th).
  Bloodline Powers: While bloodraging, you are
  the wrath of nature itself, drawing strength from 
  living plants.
  Spiked Fists (Su): At 1st level, your hands 
  become thorny and wooden when you 
  bloodrage. Your fists are treated as natural 
  weapons, allowing you to make two slam 
  attacks as a full attack, using your full base 
  attack bonus. These attacks each deal an 
  amount of bludgeoning and piercing damage 
  equal to 1d6 (1d4 if you are Small) + your 
  Strength modifier. At 4th level, your fists are 
  considered magic weapons for the purpose of
  overcoming damage resistance. At 8th level, 
  the damage increases to 1d8 points (1d6 if 
  you are Small). At 12th level, your spiked 
  fists do double damage against objects and 
  structures.
  Photosynthesis (Ex): At 4th level, you feed 
  upon nature's raw essence. Your need to eat 
  and sleep is reduced as if wearing a ring of 
  sustenance, and you gain a +2 racial bonus 
  on saving throws made against poison and 
  sleep effects. At 8th level, these bonuses 
  increase to +4. Your reduced need to eat or 
  sleep functions constantly, even when you are
  not in a bloodrage. 
  Entangling Patch (Sp): At 8th level, you can 
  cause plants to wrap around creatures. This 
  works like the spell entangle, with a 30 foot 
  radius, centered on you. You are immune to 
  your own entangling patch. The save DC is 
  equal to 10 + 1/2 your bloodrager level + 
  17
  
  your Constitution modifier. You may use this 
  ability once per day at 8th level, twice at 12th
  level, and three times at 16th level. 
  Verdant Shapes (Sp): At 12th level, you can 
  become a creature of the plant type, as plant 
  shape II. At 16th level, you can gain the 
  benefits of plant shape III instead. Instead of 
  the normal duration, this ability lists as long 
  as you in a bloodrage.Rooting (Ex): At 16th 
  level, as a move action, you can extend roots 
  into the ground. Your speed is reduced to 5 
  feet, but you gain a +4 bonus to natural armor
  and a +10 bonus to CMD against bull rush, 
  overrun, reposition, and trip maneuvers. You 
  also gain tremorsense 30 feet and fast healing
  1. 
  Shepherd of the Trees (Su): At 20th level, your 
  verdant heritage fully manifests. You gain a 
  +4 natural armor bonus. You gain immunity 
  to paralysis, poison, polymorph, sleep, and 
  stunning, and you gain tremorsense 30 feet 
  even when not rooted. You have these 
  benefits constantly, even while not 
  bloodraging.
  18
  
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  DECLARATION OF OPEN GAME CONTENT: All game mechanics are designated as Open Game Content, including all descriptive text except terms 
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, 
  19
  
  Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Core Rulebook. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Anger of Angels. © 2003, Sean K Reynolds.
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  Brownie from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Froghemoth from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Ice Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene.
  Iron Cobra from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Philip Masters.
  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott Greene.
  Mihstu from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Nabasu Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook.
  Sandman from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene and Patrick Lawinger.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K
  Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Advanced Bloodrager Bloodlines. Copyright 2015, by RJ Grady. Published by Tripod Machine. 
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  Advanced Bloodrager
  Bloodlines
  by RJ Grady
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Tripod Machine/Advanced Bloodrager Bloodlines.pdf