Advanced Bloodline

Beholder
Bloodline Arcana Upon selecting the beholder bloodline, the aberrant furious firstborn may fire an eye beam as a ranged touch attack as a standard action. This eye beam inflicts 1d3 damage of a selected energy type per bloodrager level.

Bloodline Power (2nd) Solid Barrier: The beholder furious firstborn gains his Charisma modifier as a deflection bonus to AC

Bloodline Power (4th) Lesser Eye Stalks: At 4th level, the beholder furious firstborn gains three eye stalks, they can be hidden with a disguise check (dc 10 with headgear, dc 20 without). Each of these eyestalks have one of the following abilities which can be used as a ray with a ranged touch attack as a swift action for the furious firstborn, each use consumes a round of bloodrage: ''Charm Person, Deep Slumber, Fear. ''

Normal saving throws for the imitated spells apply using the furious firstborn's bloodrager level -2 as their caster level.

In addition these eye stalks grant the furious first born a +4 bonus to perception checks, but a -2 to saves against gaze attacks. 

Bloodline Power (6th) All Seeing: At 6th level, the beholder furious firstborn can not longer be flanked.

Bloodline Power (8th) Greater Eye Stalks: At 8th level, the beholder furious firstborn gains three additional eye stalks, they can be hidden with a disguise check (dc 10 with headgear, dc 20 without). Each of these eyestalks have one of the following abilities which can be used as a ray with a ranged touch attack as a swift action for the furious firstborn, each use consumed a round of bloodrage: ''Flesh to Stone, Inflict Critical Wounds, Telekinesis. ''

Normal saving throws for the imitated spells apply using the furious firstborn's bloodrager level -2 as their caster level.

In addition these eye stalks grant the furious first born a +4 bonus to perception checks, but a -2 to saves against gaze attacks.

Bloodline Power (10th) Ultimate Sight: At 10th level, the beholder furious firstborn gains true seeing, and x-ray vision.

Bloodline Invasion Ability: Creatures struck by the beholder furious firstborn's blood invasion ability lose all sense of sight for 1d4 rounds without a save. In addition, anything that the blinded creature would normally be able to perceived, is perceived automatically by the furious firstborn.

Blood Bond: The beholder furious firstborn can select a minor gauth as an animal companion. Minor Gauth Starting Statistics

Size Small; Speed 30 ft., climb 10 ft.; AC +2 natural armor Attack ray (ranged touch) (1d6 elec.); Ability Scores Str 8, Dex 15, Con 18, Int 8, Wis 10, Cha 14; Special Qualities dark vision (60 ft); detect magic

4th-Level Advancement

Size Medium; Attack ray (ranged touch) (1d6 electric + 1d6 fire); Ability Scores Str +2, Con +2, Cha +2; Special Attacks dispel ray (ranged touch attack dispel magic)

Special Defenses solid barrier (+3 deflection armor based on Cha modifier.)

Mind Flayer
Bloodline Arcana Upon selecting the mind flayer bloodline, the aberrant furious firstborn gains a +1 bonus to Intelligence for each furious firstborn level.

Bloodline Power (2nd) Tentacles: Upon taking this power, the furious firstborn gain four tentacles that sprout from its face. These tentacles each deal 1d2 damage (small) or 1d4 damage (medium) depending on the furious firstborn's natural size. When grappling an opponent, they gain a bonus to attack of +2.

Bloodline Power (4th) Psionic Powers: At 4th level, the furious firstborn gains access to a number of powers that they may use at will while bloodraging. These powers are not subject to spell resistance, but are subject to power resistance granted by other psionic powers.

Astral Projection, Charm Monster, Detect Thoughts, Levitate, Planeshift, Suggestion, Mind Thrust and Psychic Crush

Mind Thrust (single; close range) 1d10 force damage per furious firstborn level.

Psychic Crush (single; close range) Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The target must make a Will save with a +4 bonus or collapse unconscious and dying at –1 hit points. If the target succeeds on the save, it takes 2d6 + 1d6 points of damage per furious firstborn level.

Bloodline Power (6th) Sustained by Brains: Upon reaching 6th level, the mind flayer furious firstborn recovers 1d12 hit point damage whenever he deals 1 point of intelligence damage with his tentacles. Additionally, the furious firstborn gains a bonus equal to his Intelligence modifier to AC as a deflection bonus.

Bloodline Power (8th) Mind Blast: At 8th level, the furious firstborn gains the abiity to fire a psychic blast.This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 10+1/2 bloodrager level + bloodrager's intelligence modifier) or be stunned for 3d4 rounds.

Bloodline Power (10th) Powerful Mind: At 10th level, the mind-flayer furious firstborn becomes immune to charm, compulsion, confusion, domination and fear; and gains a bonus on will saves equal to his Intelligence modifier.

Bloodline Invasion Ability: Creatures struck by the mind flayer furious firstborn's tentacle and bite attacks take 1 intelligence damage for each tentacle that successfull hits the creature by 10 or more over their AC. There is no save.

Blood Bond: The mindflayer furious firstborn can select a illipus as an animal companion.

Starting Statistics

Size Tiny; Speed fly 20 ft. (perfect), climb 10 ft.; AC +1 dodge armor Attack 4 tentacles (1); Ability Scores Str 8, Dex 18, Con 12, Int 10, Wis 12, Cha 8; Special Qualities dark vision (60 ft); detect thought; weapon finesse; hover

4th-Level Advancement

Size Small; Attack 4 tentacles (1d3); Ability Scores Str +2, Dex +2, Wis +2; Special Attacks tower of iron will (at will), minor blind blast (at will)

Special Defenses dr 10/mithril

Tower of Iron Will (immediate action; duration 1 round) (10-foot radius centered on you)

You generate a bastion of thought so strong that it offers protection to you and everyone around you, improving the self-control of all. You and all creatures in the power’s area gain spell resistance 19 against all mindaffecting spells.

You can manifest this power instantly, quickly enough to gain its benefits in an emergency. Manifesting the power is an immediate action.

You can use this power even when it is not your turn.

Minor Mind Blast (standard action) (10-foot cone)

Anyone caught in this cone must succeed at a Will save (DC 10 + 1/2 the illipus' HD + the illipus' Wisdom modifier) or be stunned for 1d2 rounds.

Succubi
Bloodline Arcana Upon selecting the succubi bloodline, the abyssal furious firstborn gains +1 to charisma for every two furious firstborn levels.

Bloodline Power (2nd) Throes of Passion: At 2nd level, the furious firstborn may add their charisma modifier to any CMB checks made to grapple.

Bloodline Power (4th) Enchanted Kiss: At 4th level, when casting a spell with a range of melee touch, the succubi furious firstborn may cast it through a kiss to an unsuspecting creature to increase the caster level of the spell being cast by 2; the furious firstborn may attempt to do this to a hostile creature with a -10 penalty to the touch attack, unless the creature is grappled by the furious firstborn. In which case the furious firstborn gets a +4 bonus to the touch attack for the spell being cast.

Furious firstborns with this power can cast spells with a range of touch while in the grappled condition without making a concentration check. (unless they are grappling with a bite attack.)

Bloodline Power (6th) Crack of the Whip: At 6th level, the succubi furious firstborn gains the ability to use dominate monster as a spell-like ability once per day, at 8th level, this increases to twice per day, and at 10th level this increases to three times per day.

Bloodline Power (8th) A Game of Hearts: At 8th level, the succubi furious firstborn adds the following spells to their known spells: ''Unnatural Lust (1st), Unadulterated Loathing (2nd), Terrible Remorse (3rd); Smug Narcissism (4th). ''

Additionally, the furious firstborn adds his furious firstborn levels to the DC of these spells.

Bloodline Power (10th) Eyes' Desire: At 10th level, the furious firstborn can change shape (humanoid; alter form) to become more appealing to a target creature. The succubi furious firstborn automatically knows what the target creature is interested in as if he had used a detect thoughts spell. (spell that protect against detect thoughts protect against this portion of the ability) If successful, the character gains a circumstance bonus equal to his furious firstborn levels on all charisma-based skill checks and caster level checks to overcome spell resistance.

The furious firstborn does not need a target to change shape and can, alternatively, change into any humanoid shape he desires.

Bloodline Invasion Ability: When bloodraging, creatures struck by the furious firstborn's full round attack have their mind flooded with thoughts of deep pleasure and must make a will save (DC=10+1/2 the furious firstborn's bloodrager levels) or become dazed for 1 round as their mind processes the information. If using eyes' desire the circumstance bonus mentioned in that ability applies to this ability as well.

Blood Bond: The succubi furious firstborn can select a lesser lust sprite as an animal companion.

Lesser Lust Sprite

Starting Statistics

Size Small; Speed  fly 30 ft. (perfect); AC +4 natural armor Attack slap (1d3 plus -1 to saves vs emotion effects); Ability Scores Str 8, Dex 14, Con 18, Int 10, Wis 10, Cha 18; Special Qualities dark vision (60 ft); detect good

4th-Level Advancement

Size Medium; Attack slap (1d6 plus -1 to saves vs enchantments); Ability Scores Str +2, Dex +2, Cha +2; Special Attacks charm monster 1/day

Special Defenses aura of desire 5' (+2 to allies on Charisma-based checks)

Hydra
Bloodline Arcana Hydra-blooded furious firstborns have fast healing equal to their constitution modifier.

Bloodline Power (2nd) Grab: At 2nd level, whenever the furious firstborn makes a bite attack, he may make a grapple attempt as a free action. At 8th level the furious firstborn may attempt to grapple as many targets as they have heads at a time, albeit with a penalty of -5 for each additional target.

If the furious firstborn does not have a bite attack, take an alternative class feature (listed under furious firstborn) instead.

Bloodline Power (4th) Hydra Form: At 4th level, the furious firstborn may, when bloodraging, take the form of a large hydra with one head (beast shape IV). If the furious firstborn has the True Arcane Bloodrager bloodline power, then, instead, this bloodline power increases the size of the beast shaped furious firstborn to huge but only while in the form of a 1-headed hydra, at 6th level the furious firstborn may be a 2-headed hydra instead, at 8the level he may be a 3-headed hydra, and at 10th level he may be a 4-headed hydra The furious firstborn gains a bite attack for each head, but cannot have more than 1 bite attack for each head it possesses.

Upon taking this power, the furious firstborn cannot take any other beast shape form except that of a hydra.

Bloodline Power (6th) Tear Asunder: While in Hydra Form, the furious firstborn may make a grapple attempt against a single enemy with all heads as a full-round action, gaining a cumulative +2 bonus for each head that succeeds at grappling. If one head fails the attempt, the creature is only considered grappled, even if all other heads grapple successfully. If all heads succeed their maneuvers, the creature is automatically pinned. On the furious firstborn's next turn, if all heads succeed at maintaining the pin, he may then Coup De Grace by ripping apart the victim. Instead of automatically confirming a critical hit, the creature must make a Fortitude save (dc=10 + furious firstborn's level + Strength modifier.) or die instantly.

If the furious firstborn does not have the Hydra Form power, take an alterate class feature (listed under furious firstborn) instead.

Bloodline Power (8th) Breath Weapon: At 8th level, while in the shape of a hydra, the furious firstborn gains a breath weapon for each head, He may choose any combination of energy types and shapes (25' cone or 50' line) upon taking this power, but these cannot be changed unless the maximum number of heads the furious firstborn has in the shape of a hydra increases. The furious firstborn can never have more than 4 heads and thus, never have more than 4 breath weapons. Each breath weapon deals 1d6 damage per furious firstborn level with a reflex to save for half. (dc 10 + 1/2 bloodrager levels + Constitution Modifier)

If the furious firstborn does not have the Hydra Form power, take an alterate class feature (listed under furious firstborn) instead.

Bloodline Power (10th) Skymetal Scales: At 10th level, the furious firstborn gains energy resistance equal to 10 + his furious firstborn levels against all forms of energy except for positive energy. Also, the furious firstborn gains DR 20/noqual.

Bloodline Invasion Ability: Whenever a furious firstborn bites a creature with a bite attack while in any form, the target must save against fortitude (dc 10 + 1/2 bloodrager levels + Constitution Modifier) or contract leprosy.

Blood Bond: The hydra-blooded furious firstborn can select a 3-headed hydra as an animal companion.

<p style="border-bottom-width:thin;border-bottom-style:solid;font-weight:bold;color:rgb(0,0,0);font-family:Varela,sans-serif;font-size:16px;line-height:normal;">Starting Statistics

Size Medium; Speed 20 ft.; Climb 10 ft; AC +2 natural armor Attack 3 bites (1d6); Ability Scores Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 10; Special Qualities   low-light vision 60' Tremorsense 20'

<p style="border-bottom-width:thin;border-bottom-style:solid;font-weight:bold;color:rgb(0,0,0);font-family:Varela,sans-serif;font-size:16px;line-height:normal;">4th-Level Advancement

<p style="color:rgb(0,0,0);font-family:Varela,sans-serif;font-size:16px;line-height:normal;">Size Large; Attack 3 bite (1d8); Ability Scores Str +4, Dex -2, Con +2; Special Attacks minor breath weapon (3d6 x3 fire cone; 1d6 cooldown(each))

<p style="color:rgb(0,0,0);font-family:Varela,sans-serif;font-size:16px;line-height:normal;">Special Defenses DR 10/noqual

Apsu
Bloodline Arcana Apsu-blooded furious firstborns have any weapon they wield treated as lawful for the purposes of overcoming damage reduction, and get a bonus equal to their charisma-modifier to saves against any lawful spells.

Bloodline Power (2nd) Mithril Scales: At 2nd level, the furious firstborn gains a bonus to initiative equal to its natural armor bonus granted by its base draconic bloodline powers.

Bloodline Power (4th) Fangs of Origin: At 4th level, the furious firstborn's bite attack is granted an elemental burst property of the same element as the furious firstborn's base draconic form's breath weapon.

Bloodline Power (6th) Mirrored Scales: At 6th level, the furious firstborn gains spell resistance (5+HD) and any spell cast at the furious firstborn that fails the caster level check to overcome spell resistance by 5 or more is reflected back at the caster similar to a spell turning effect. This spell resistance does not stack with, but overlaps any spell resistance the furious firstborn already has. If the furious firstborn's base spell resistance is greater than the spell resistance granted by this ability, he can still use that spell resistance for the spell reflection component of this power, but only the highest spell resistance applies.

Bloodline Power (8th) Wall of Wings: At 8th level, the furious firstborn gains a cirumstance bonus to AC against ranged attacks and ranged touch attacks equal to its furious firstborn level.

Bloodline Power (10th) Quicksilver Blood: At 10th level, the furious firstborn gains a bonus to reflex saves equal to its Charisma Modifier. In addition, the furious firstborn gains fast healing 10.

Bloodline Invasion Ability: Creatures struck by the furious firstborn's full attack while bloodraging must make a will save or be slowed for 1 round as per the slow spell.

Blood Bond: The Apsu-blooded furious firstborn can select a lesser vortex dragon as an animal companion.

<p style="border-bottom-width:thin;border-bottom-style:solid;font-weight:bold;color:rgb(0,0,0);font-family:Varela,sans-serif;font-size:16px;line-height:normal;">Starting Statistics

Size Small; Speed fly 30 ft. (good); AC +4 natural armor Attack bite (1d4 plus 1d2 fire); Ability Scores Str 12, Dex 12, Con 16, Int 10, Wis 10, Cha 16; Special Qualities   low-light vision 60', alien presence 5' (A vortex dragon's alien presence bends space. A creature that fails its saving throw treats all other creatures as if they were under the effects of blur (or displacement if the target has 4 or fewer Hit Dice) for 1d6 rounds. (this aura does not affect the furious firstborn.)

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<p style="color:rgb(0,0,0);font-family:Varela,sans-serif;font-size:16px;line-height:normal;">Size Medium; Attack bite (1d6 plus 1d4 fire); Ability Scores Str +4, Dex -2, Con +2; Special Attacks smoke breath (10-foot cone, -1 to attack rolls)

<p style="color:rgb(0,0,0);font-family:Varela,sans-serif;font-size:16px;line-height:normal;">Special Defenses immunity to fire

Tiamat
Bloodline Arcana Tiamat-blooded furious firstborns have any weapon they wield treated as chaotic for the purposes of overcoming damage reduction, and get a bonus equal to their charisma-modifier to saves against any chaotic spells.

Bloodline Power (2nd) Aura of Vulnerability: At 2nd level, the tiamat-blooded furious firstborn gains a 10' aura that lowers the energy resistance (if any) of creatures within it by 15 to the energy type that the furious firstborn's base draconic breath weapon uses. Creatures who do not have energy resistance against the energy type, instead take a -2 penalty to reflex throws against the breath weapon of the furious firstborn.

Bloodline Power (4th) Chaotic Aura: At 4th level, the furious firstborn gains a 10' aura that changes any aligned DR types to chaotic. For instance a creature with dr 10/evil would instead have dr 10/chaotic. Additionally, any weapons aligned to chaotic for the purposes of overcoming damage reduction are treated as if they have the wounding property as long as they are within the aura.

Bloodline Power (6th) Blade Shield: At 6th level, the tiamat-blooded furious firstborn gains the ability to cast a blade barrier around them as a bloodrage spell similar in all respects to the blade barrier spell, except that it deals 1d4 damage per furious firstborn level, and constantly encircles the furious firstborn carefully remaining in squares adjacent to the furious firstborn even if the furious firstborn moves. The furious firstborn has limited telekinetic control over these blades and can move them around allies that might be in range without harming them, also, the furious firstborn, may, as a move action push the blades out to 10' instead of 5' though in this circumstance they will only harm enemies who are exactly 10' from the furious firstborn, even if there are enemies adjacent to the furious firstborn.

A reflex save can negate the damage caused by these blades.

These blades do not interfere with spellcasting.

Bloodline Power (8th) Energy Rage: At 8th level, the tiamat-blooded furious firstborn gains a 10' aura that deals 1d2 energy damage per furious firstborn level of the same energy type as the furious firstborn's base draconic breath weapon whenever a creature begins or ends their turn in it. (similar to a wall of fire spell)

Bloodline Power (10th) Collapsing Aura: At 10th level, the tiamat-blooded furious firstborn gains a 15' aura that attempts to pull enemies 5 feet closer to the furious first born whenever the furious firstborn ends a move action within range of the targets. This pull does not provoke attacks of opportunity due to the chaotic winds in the area of the aura.

Bloodline Invasion Ability: Creatures struck by a tiamat-blooded furious firstborn's full attack while raging, must save or be affected by a confusion spell.

Blood Bond: The Tiamat-blooded furious firstborn can select a lesser rage dragon as an animal companion.

<p style="border-bottom-width:thin;border-bottom-style:solid;font-weight:bold;color:rgb(0,0,0);font-family:Varela,sans-serif;font-size:16px;line-height:normal;">Starting Statistics

Size Small; Speed fly 30 ft. (good); AC +2 natural armor Attack bite (1d4 plus 1 bleed) 2 claws (1d3); Ability Scores Str 10, Dex 14, Con 18, Int 10, Wis 10, Cha 14; Special Qualities   low-light vision 60'

<p style="border-bottom-width:thin;border-bottom-style:solid;font-weight:bold;color:rgb(0,0,0);font-family:Varela,sans-serif;font-size:16px;line-height:normal;">4th-Level Advancement

<p style="color:rgb(0,0,0);font-family:Varela,sans-serif;font-size:16px;line-height:normal;">Size Medium; Attack bite (1d6 plus 2 bleed) 2 claws (1d4 plus 1 bleed); Ability Scores Str +4, Dex -2, Con +2; Special Attacks rage (as barbarian rage)

<p style="color:rgb(0,0,0);font-family:Varela,sans-serif;font-size:16px;line-height:normal;">Special Defenses immunity to confusion and pull

Quasi-Elemental
Bloodline Arcana  Upon first level in quasi-elemental furious firstborn they must select one of the following  elemental attributes: Lightning, Steam, Mineral, Radiance, Ash, Dust, Salt, or Vacuum;. have any weapon they wield treated as corrosive burst (dust/mineral), flaming burst(radiance/ash), frost burst(salt/steam), or shocking burst(vacuum/lightning). Which one depends on their choice of elemental power, they can only pick a quasi-element if it encompasses their base elemental bloodline element, for instance, a fire bloodrager must pick radiance or ash.

<p style="font-size:16px;line-height:26px;">Bloodline Power (2nd) Touch of Light and Dark: At 2nd level, the arcana is boosted so that it deals an additional 1d12 negative damage (dust/ash/salt/vacuum); or heals the furious firstborn for 1d12 positive energy per melee attack (mineral/radiance/steam/lightning)

<p style="font-size:16px;line-height:26px;">Bloodline Power (4th) Oblivion Ray: At 4th level, the furious firstborn gains an elemental ray attack based on their chosen quasi-element; this ray can be used a number of times per day equal to 3 + their Charisma modifier; this ray requires a ranged touch attack and can be activated as a swift action. Rays that mimic a spell that offers a save do so using the DC of the highest level spell they are able to cast.

Dust: As disintegrate using the bloodrager's caster level.

<p style="font-size:16px;line-height:26px;">Ash: Fires a ray of dark fire that deals 1d6 points of Fire damage and 1d6 points of Negative energy damage per caster level of the bloodrager.

<p style="font-size:16px;line-height:26px;">Salt: Fires a dessication ray that deals 1d8+2 per caster level; aquatic, plants, oozes, water elementals and other moisture-dependent creatures have this damage dice increased to 1d10+4.

<p style="font-size:16px;line-height:26px;">Vacuum: as suffocation.

<p style="font-size:16px;line-height:26px;">Mineral: as flesh to stone.

<p style="font-size:16px;line-height:26px;">Radiance: Fires a ray that deals 1d8 points of positive energy damage per caster level.

<p style="font-size:16px;line-height:26px;">Steam: Fires a ray of dark fire that deals 1d6 points of Fire damage and 1d6 points of Force damage per caster level of the bloodrager.

<p style="font-size:16px;line-height:26px;">Lightning: As ''chain lightning. ''

<p style="font-size:16px;line-height:26px;">Bloodline Power (6th) Quasi-Elemental Channel: You gain the ability to channel energy 3 times per day plus your Charisma modifier, and can do so as a cleric whose level equals 8 your furious first-born levels. You channel energy based on your element. Positive Energy (lightning, steam, mineral, radiance) or Negative Energy (ash, vacuum, salt, dust)

<p style="font-size:16px;line-height:26px;">Bloodline Power (8th) Twisted Elements: When casting an elemental spell or using any ability that deals elemental damage, you can infused the energy with either positive or negative properties, allowing you to bypass the normal immunities of creatures against energy. They are instead treated as having energy resistance of 40 - your furious firstborn levels (but not your bloodrager levels) against your spells. If the element is of your chosen type, Fire (radiance/ash); Electricity (lightning/vacuum), Cold (Salt/Steam) or Acid (mineral/dust) you ignore resistance of your type as well.

<p style="font-size:16px;line-height:26px;">Bloodline Power (10th) Raw Form: The furious firstborn can, when bloodraging, transform into the purest form of their element.

Dust: Dust form makes the furious firstborn take half damage from physical attacks, and gain blinding attack, attempting to blind a creature whenever they attack with their natural attacks from their elemental form, or from their melee attacks in their normal form, the DC for this is 10 + 1/2 bloodrager level + the blood-rager's Constitution modifier. This also makes them immune to Negative Energy.

<p style="font-size:16px;line-height:26px;">Ash: Ash form makes the furious firstborn take half damage from physical attacks, and grants them a 10-ft fiery aura that deals 1d12+10 points of Fire damage to creatures in range at the end of each of the furious first-born's turns. This also makes them immune to Negative Energy.

<p style="font-size:16px;line-height:26px;">Salt: Salt form causes the furious first-born to take half damage from spells, and grants them immunity to compulsions and curses. It grants them a dessication ability causing them to do an additional +1d12 damage on natural and melee attacks. Creatures dependent on water, such as water elementals, oozes, plants and similar creatures take double as much damage. This also makes them immune to Negative Energy.

<p style="font-size:16px;line-height:26px;">Vacuum: Vacuum form causes the furious first-born to be immune to ranged attacks and ranged touch attacks, and any creature making a melee attack against the furious first-born to make a reflex save DC 20 or be disarmed. This also makes them immune to negative energy.

<p style="font-size:16px;line-height:26px;">Mineral: Mineral form grants the furious firstborn a reflective defense against magic, they gain SR equal to 12 + their HD and any spell that misses this by more than 5 points is subject to a spell-turning effect. This also makes them immune to Shadow and Light based spells and abilities, such as shadow evocation.

<p style="font-size:16px;line-height:26px;">Radiance: Radiance form grants the furious first-born a blaring aura of light that acts as a Gaze attack. Whenever a creature looks at the aura, they must make a Will save DC 18 or become stunned for 1 round, creatures can only be stunned by this ability once every 1d3 rounds. This also makes them immune to Shadow and Light based spells and abilities, such as shadow evocation.

<p style="font-size:16px;line-height:26px;">Steam: Steam form grants the furious first-born concealment of 50% against all attacks, true seeing and similar abilities cannot pass this concealment. Additionall they gain a spell resistance equal to 12 + their HD. This also makes them immune to Shadow and Light based spells and abilities, such as shadow evocation.

<p style="font-size:16px;line-height:26px;">Lightning: Lightning Form causes the furious first-born to take half damage from all physical attacks, and any creature striking with a metallic weapon takes 1d12+10 points of lightning damage. This form also causes the furious firstborn to be surrounded by a call lightning effect for as long as they are bloodraging with their own caster level. This also makes them immune to Shadow and Light based spells and abilities, such as shadow evocation.

<p style="font-size:16px;line-height:26px;">Bloodline Invasion Ability: Targets of your bite attack become vulnerable to your element until the beginning of your next turn.

<p style="font-size:16px;line-height:26px;">Blood Bond: Quasi-elemental furious firstborns can select summon monster I, II, III, and IV as a known spell, and can use it to summon Small, Medium, Large or Huge elementals of their type at each respective level.

Para-Elemental
Bloodline Arcana Upon first level in para-elemental furious firstborn they must select one of the following  elemental attributes: Ice, Smoke, Magma, or Ooze; and  have any weapon they wield treated as flaming and corrosive (Magma), Icy and Shocking(Ice), Shocking and Flaming (smoke), or Corrosive and Icy (Ooze). Which one depends on their choice of elemental power, this does not count against the magical limits of the weapon. This elemental choice cannot be changed. they can only pick a para-element if it encompasses their base elemental bloodline element, for instance, a fire bloodrager must pick smoke or magma.

<p style="font-size:16px;line-height:26px;">Bloodline Power (2nd) Elemental Accord: Depending on the elemental choice of the furious first-born, his elemental based spells and abilities, such as breath weapons and fireballs, have their damage interchangable as a free action as if using the elemental spell meta-magic feat.

<p style="font-size:16px;line-height:26px;">Ice: Cold can become Electricity and vice versa.

<p style="font-size:16px;line-height:26px;">Smoke: Fire can become Electricity and vice versa.

<p style="font-size:16px;line-height:26px;">Ooze: Acid can become Cold and vice versa.

<p style="font-size:16px;line-height:26px;">Magma: Acid can become Fire and vice versa.

<p style="font-size:16px;line-height:26px;">Additionally, at 3rd, 6th, and 9th level, all energy resistances of enemies they attack are reduced by 5 points against their appropriate element's elemental effects.

<p style="font-size:16px;line-height:26px;">Bloodline Power (4th) Para-Elemental Bloodrage: Elemental strikes damage does both elemental types of damage and elemental strikes damage is further increased by an amount equal to the Charisma modifier of the bloodrager for each element. I.E an ooze furious firstborn with 18 charisma deals 1d6+4 acid and 1d6+4 cold damage; in addition to the furious firstborn damage added by the para-elemental bloodline arcana.

<p style="font-size:16px;line-height:26px;">Bloodline Power (6th) Duo-Elemental Spell: A number of times per day equal to the Charisma modifier of the furious firstborn, he may double the damage of a spell or ability as if he had cast/used it twice, though it only counts as one use. This can only be done with spells and abilities in which the para-elemental has attunment with, (fire and earth for a Magma first-born and so forth). This additional 'doubled' damage is dealt of the parallel element. For instance, if an ooze bloodborn used an acid breath attack the damage of the doubled attack would be cold. This secondary damage uses the same saving throw as the first.

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<p style="font-size:16px;line-height:26px;">Bloodline Power (8th) Parallel Forces: Any elemental abilities that the furious firstborn has that affects their original elemental bloodline type affect the secondary element as well. For example a fire elemental bloodrager with magma furious first-born levels gains all fire resistances, immunities, elemental boosts from class features and feats such as Elemental spell, to acid as well as fire.

<p style="font-size:16px;line-height:26px;">Bloodline Power (10th) Para-Elemental Infusion: While bloodraging the furious first-born gains the following abilities.

<p style="font-size:16px;line-height:26px;">Ice: While bloodraging, whenever the furious firstborn attacks and deals more than their average damage, the target of their attack becomes staggered, this can only trigger once per turn. Additionally the furious firstborn gains a stoneskin effect that gives them a buffer of 10 multiplied by their HD; The first 20 points of all physical attacks is subtracted from this buffer before damaging the furious firstborn.

<p style="font-size:16px;line-height:26px;">Smoke: While bloodraging, whenever the furious firstborn attacks and deals more than their average damage, the target of their attack becomes blind, this can only trigger once per turn. Additionally they gain a 5-foot aura of smoke that deals 1 constitution damage at the end of each of the bloodrager's turns to any creature within range.

<p style="font-size:16px;line-height:26px;">Ooze: While bloodraging, whenever the furious firstborn attacks and deals more than their average damage, an ooze of their choice spawns adjacent to them under their full control, this can only trigger once per turn. This ooze cannot have a CR higher than the Charisma Modifier of the furious firstborn. Additionally they are affected by resinous skin whenever they enter bloodrage.

<p style="font-size:16px;line-height:26px;">Magma: While bloodraging, whenever the furious firstborn attacks and deals more than their average damage, the target of the attack becomes entangled and covered in burns taking 1d10 points of fire or acid damage per round, this can only trigger once per turn. Additionally, whenever a creature strikes them with a melee weapon, they must make a reflex save DC 10 + their furious firstborn level + their Constitution modifier, or the weapon gains the broken condition unless it is either hot siccacite or adamantine. Creatures attacking with natural attacks or unarmed instead take 1d10+4 points of fire or acid damage. The damage can either be consciously changed between the two or defaults to whichever the target is most vulnerable too. This ability is not affected by parallel forces but can be affected by duo-elemental spell.

<p style="font-size:16px;line-height:26px;">Bloodline Invasion Ability: Targets of your bite attack become vulnerable to your base element until the beginning of your next turn.

<p style="font-size:16px;line-height:26px;">Blood Bond: Para-elemental furious firstborns can select summon monster I, II, III, and IV as a known spell, and can use it to summon Small, Medium, Large or Huge elementals of their type at each respective level.

Shadow Angel
Bloodline Arcana Furious firstborns of shadow angel blood have no face while raging. This grants them a bonus to bluff checks and intimidate checks equal to their furious firstborn level, and a gaze attack, anyone who looks direction upon the shadow angel's face must make a will save (DC 10 + 1/2 bloodrager level + Charisma modifier) or become shaken until they are no longer within range of the shadow angel's gaze range of 25'.

Bloodline Power (2nd) Aura of Darkness: At 2nd level, if the furious firstborn takes this power, they gain an aura of darkness when bloodraing with a radius of 5' per furious firstborn level to a maximum of 50' at 10th level. This aura is treated identically to a darkness spell. At 6th this aura resembles a deeper darkness spell; and at 10th, this aura resembles a hungry darkness spell.

Magical sources of bright light cannot dispel this aura, but they can suppress it in a 10' area around the targeted square. Even spells with a wide area of effect that produce such light have their range of target reduced to a single 5' square with a 10' radius when within or adjacent to the darkness of this aura.

This darkness does not affect the furious firstborn.

Bloodline Power (4th) Shadow Sewing: Creatures affected by your aura of darkness must make a will save (dc 10 + 1/2 bloodrager level + Charisma modifier) or are staggered for as long as they are in range. At 8th level, the furious firstborn may choose whether or not their aura of darkness affects certain creatures.

If the furious firstborn does not have the Aura of Darkness power, select an alternate class feature (listed under furious firstborn) instead.

Bloodline Power (6th) Webs of the Spider Queen: Upon reaching 6th level, your aura of darkness now slows affected creatures as with a slow spell and causes them to become sickened if they fail the save.

If the furious firstborn does not have the Shadow Sewing power, select an alternate class feature (listed under furious firstborn) instead.

Bloodline Power (8th) Touch of Death: At 8th level, the furious firstborn gains the ability to make a melee touch against a creature while bloodraging a number of rounds per day equal to its Charisma modifier, this creature suffers agonizing pain, and must make a will save or take 15 damage per furious firstborn level. On a successful save, this instead deals 1d6 points of damage per furious firstborn level.

This is a death effect.

Bloodline Power (10th) Shadow Halo: At 10th level, the furious firstborn gains a subtle halo of darkness that encompasses their form even when not blood raging. This unnatural darkness is subtle so does not raise too many eyebrows, but anyone detecting evil will notice a powerful evil aura around you that completely masks your form making it impossible to identify you through such means, in addition to acting as an unnatural aura any creature attempting to scry you automatically fails.

This nimbus grants a Profane bonus to the furious firstborn's AC equal to his Charisma Modifier, and a +4 to saving throws against good spells.

Bloodline Invasion Ability: Creatures struck by a shadow angel-blooded furious firstborn's full attack while raging, must save or be affected by a blindness spell for 1 round.

Blood Bond: The Shadow Angel-blooded furious firstborn can select a shadow nimbus as an animal companion.

<p style="border-bottom-width:thin;border-bottom-style:solid;font-weight:bold;color:rgb(0,0,0);font-family:Varela,sans-serif;font-size:16px;line-height:normal;">Starting Statistics

Size  Diminuitive ; Speed  fly 30 ft. (perfect) ; AC +  Charisma bonus  Attack  touch (1d2 strength);  Ability Scores  Str  -, Dex 14, Con -, Int 10, Wis 10, Cha 16;   Special Qualities   Darkvision 60', incorporeal

<p style="border-bottom-width:thin;border-bottom-style:solid;font-weight:bold;color:rgb(0,0,0);font-family:Varela,sans-serif;font-size:16px;line-height:normal;">4th-Level Advancement

<p style="color:rgb(0,0,0);font-family:Varela,sans-serif;font-size:16px;line-height:normal;">Size Tiny; Attack touch (1d4 strength); Ability Scores Dex +4, Cha +2; Special Attacks doom (at will)

<p style="color:rgb(0,0,0);font-family:Varela,sans-serif;font-size:16px;line-height:normal;">Special Defenses immunity to charm and compulsion