SORCERER BLOODLINES
The following bloodline powers can be selected regardless of the sorcerer's bloodline:
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Arcane Eyes (Su) (requires 15th level): You permanently gain the benefits of the Sense Magic (sense) talent of the Divination sphere, even if you lack that sphere. If you already had access to that talent, you may immediately retrain it upon gaining this ability.
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Arcane Resistance (Ex): You gain a +1 insight bonus on saving throws against magical effects from your bloodline sphere or its equivalent spell school(s). At 5th level, and every 5 levels after, your bonus increases by +1.
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Arcane Vengeance (Ex) (requires 3rd level): Three times per day, you may use an attack of opportunity to cast and deliver a sphere effect with a range of (melee) touch and a casting time of 1 standard action or less. If you miss, the effect (and any cost involved) is lost.
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Blood Piercing (requires 9th level): Twice per day, when you cast a sphere effect that deals damage, creatures affected by it reduce their energy resistance and spell resistance against the effects by an amount equal to your casting ability modifier. You can use this ability one additional time per day for every 5 sorcerer levels you have beyond 9th.
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Bloodline Manifestation (Su): Choose one trait from the Alteration sphere that’s representative of your bloodline and does not cost additional spell points. Whenever you cast a bloodline sphere effect that costs at least 1 spell point, that trait affects you for 1 round per sorcerer level you have, no matter your current form or any polymorph effects affecting you.
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Call Bloodline (Su): Choose one trait from the Alteration sphere that’s representative of your bloodline and does not cost additional spell points. You may benefit from that trait for a number of rounds per day equal to your sorcerer level + your casting ability modifier, and these rounds do not need to be consecutive. You may freely activate the trait at the beginning of your turn, and freely end it at the end of any round. This trait does not count against normal Alteration limits, nor does it count as a polymorph effect on its own.
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Combat Instincts: You gain a martial tradition if you don’t already have one, trading out any weapon/armor proficiencies except simple weapons, light armor, and bucklers if you have them from any source. This does allow you to gain martial focus, but does not provide you with any progression of further talents on its own.
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Easy Focus (Ex) (requires 9th level): When concentrating on an effect from your bloodline sphere, lower the action time required to maintain concentration by 1 step. This stacks with other effects that lower the time required to maintain concentration for that sphere.
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Eldritch Wards (Su) (requires 3rd level): Twice per day, as an immediate action when you fail a saving throw, you may spend 2 spell points to attempt that saving throw again. You gain a +2 insight bonus on this second save. You must take the second result, even if it is worse.
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Hereditary Vitality (Ex) (requires 9th level): The same heritage that grants your sorcerous powers also grants you a vigor greater than your frame would suggest. You gain a +2 bonus to your Constitution score, and an additional +2 at 14th and 19th level.
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Immortal Power (Ex) (requires 20th level): Your bloodline’s power has affected you on a fundamental level. You no longer age, lose any existing ability score penalties you have due to your age category, and will never die of old age or gain any disease or condition that would only affect an older individual. You still gain ability score bonuses depending on your age, although you gain nothing further after the “venerable” category. You are immune to any effect that works off of aging someone if it would be a detriment to you.
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Instinctive Understanding (Ex) (requires 3rd level): You may add your Charisma modifier, rather than the usual ability modifier, to all Knowledge (arcane) and Spellcraft checks, and to any Bloodline Skill that relies on Intelligence or Wisdom.
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Magical Beacon (Ex) (requires 3rd level): Whenever a spell, spell-like ability, sphere effect, or supernatural ability is used that benefits multiple allies of a caster/user, you are considered an ally and thus gain any benefit. You must be within range of the caster’s ability or the effect’s area for this to work. This ability does not prevent you from also being considered an enemy by the same ability (unless the “enemy” effect can’t possibly coincide with the ally effect), and does not cause any additional costs to be paid by the caster. For example, if an enemy cleric cast bless, you’d gain the benefits to attack rolls and saves if within range, but if they cast bane it would still negatively affect you.
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Magical Sustenance (Ex) (requires 15th level): The arcane power inside you sustains you better than any mundane nutrition ever could. You do not need to eat or drink, and you only need to sleep for 2 hours in a day to gain the benefits of 8 hours of rest (though this doesn’t cause you to need rest if you didn’t already). This does allow you to regain spell points after that shorter time period, but you may still not do so more than once per day.
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Unique Bloodline (Su) (requires 20th level): Your blood grows wild and strange, becoming less about your ancestors and more about you specifically. Select a second bloodline; you gain the bloodline arcana and the 1st-, 3rd-, and 9th-level bloodline powers. The class level for these powers is the same as for your primary bloodline.
ABERRANT
There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.
Class Skill: Knowledge (dungeoneering).
Bloodline Sphere: Alteration
Bloodline Arcana: Whenever you cast an Alteration sphere effect, increase the duration of the effect by 50% (minimum +1 round). For a duration of concentration, add 1 round to the duration after concentration ends. This stacks with Lingering Transformation.
Bloodline Powers:
Aberrant sorcerers show increasing signs of their tainted heritage as they increase in level, although they are only visible when used.
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Acidic Ray (Sp): You can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess.
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Alien Resistance (Su) (requires 15th level): You gain spell resistance equal to your sorcerer level + 10.
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Constant Change (Ex) (requires 3rd level): While under the effect of an Alteration sphere effect that changes your form, you may change one of the granted traits each round as a swift action, spending any required spell points as usual.
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Distortion Field (Ex) (requires 9th level): Your very presence tortures reality. As a standard action, you can create a field that emanates 30 feet from your body. This area is considered a separate plane of existence, and abilities that cannot cross into other planes cannot enter (or leave) the field, although creatures can still walk across the threshold and missiles can still be fired into and out of it. Teleportation is also impossible within the field. Within this area, all movement from creatures other than yourself requires double the normal amount, similar to difficult terrain, but it also affects creatures not on the ground. In addition, all ranged attacks that pass through the field in any direction have a 20% miss chance. Dismissing the field is a standard action. There is no limit to the duration of the field, but you cannot maintain the field while unconscious or asleep.
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Long Limbs (Ex) (requires 3rd level): Your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.
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Spatial Tear (Sp) (requires 15th level): Once per day, you can unravel the fibers of reality and ride along them as they snap back into place. This functions like the Warp Sphere with the Distant Teleport talent, although you don’t need to spend a spell point to travel at long range, but may only target yourself. When you gain this power, choose a (darkness) talent from the Dark sphere. When you use this ability, you cast Darkness (per the Dark sphere) on the target you teleported from with the chosen (darkness) talent, which lasts as if you’d spent a spell point to increase its duration from concentration. In both cases, you use your sorcerer level as your caster level. At 19th level, you may use this twice per day.
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Unusual Anatomy (Ex) (requires 9th level): Your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.
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Warp Touch (Sp): As a standard action, you create brief, disorienting changes in the physical form of a single creature within 30 feet, dazing it for 1 round (Fortitude negates). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
True Self: At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.
ABYSSAL
Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.
Class Skill: Knowledge (planes).
Bloodline Sphere: Destruction
Bloodline Arcana: Whenever you use a sphere ability that costs at least 1 spell point and deals hit point damage, one target of your choice affected by the ability takes additional damage equal to 1/2 your class level (minimum 1).
Bloodline Powers:
While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.
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Aura of Destruction (Su) (requires 15th level): You emit an aura that eases the cause of destruction within 30 ft. Any object within the area of effect has its hardness reduced by your sorcerer level, and any DR that creatures within the area of effect posess (including yourself) if reduced by 1/4 your sorcerer level. In addition, you always deal full elemental damage to objects regardless of type. This aura may be suppressed or resumed as a swift action.
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Claws (Su): You can grow two claws or sheath them again as a free action. These claws are treated as typical natural weapons for a creature of your size. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step. At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit.
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Demon Resistances (Ex) (requires 3rd level): You gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.
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Hedonist (Ex) (requires 3rd level): You know how to enjoy yourself and have an innate knack for revelry. You gain a competence bonus equal to 1/2 your class levels on Perform checks, Fortitude saves to resist the effects of or addiction to alcohol or other drugs, checks to gather information (if carousing is involved), Profession (cook) checks, and Craft checks to make things of worth but little utility (like jewelry) or alcohol. Additionally, any night you spend in revelry grants you a +1 morale bonus on attack rolls, saves, skill checks and caster level checks for the first 8 hours after you arise the next day. If you spend 100 gp or more while carousing, the duration extends for the full 24 hours or until the next time you rest.
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Strength of the Abyss (Ex) (requires 9th level): You gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
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Siphon Life (Su) (requires 15th level): Creatures that begin their turn adjacent to you take 1d8 points of damage with a Fortitude save to negate. This damage returns to you as healing. You can only heal for a total of 100 hit points of damage in this manner daily, and this ability can be suppressed or resumed as a standard action that provokes attacks of opportunity.
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Weapon of the Abyss (Sp): You can manifest a weapon of pure abyssal energy. As a standard action you may create a light weapon that deals fire, cold or acid damage, chosen when the weapon is manifested. You are considered to be proficient with this weapon, but it immediately vanishes if it leaves your hand.
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Wings of the Abyss (Su) (requires 9th level): You can sprout leathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1-minute increments. At 17th level, the total duration increases to 10 minutes per sorcerer level.
True Self: At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).
ARCANE
Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
Class Skill: Knowledge (arcane).
Bloodline Sphere: Divination
Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class. You gain a +2 bonus on all Knowledge (arcane) and Spellcraft checks.
Bloodline Powers:
Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
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Arcane Bolt (Sp): You can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess.
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Arcane Bond (Su): You gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. If you choose a bonded object, you can use it to access magical knowledge you do not normally possess. As a standard action, you may grant yourself the benefit of any one magic talent you does not possess. This effect lasts for 1 minute. If gaining a magic talent other than a base sphere, you must possess that talent’s base sphere and fulfill its prerequisites. You may do this a number of times per day equal to ¼ your sorcerer level (minimum 1). Multiple uses of this ability do not stack. If you use this ability again before the previous duration has expired, it replaces the previous use.
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Arcane Excellence (Ex) (requires 15th level): Choose one of your known Spheres. You treat your caster level as though it were +1 higher when casting abilities from that sphere. At 20th level, choose an additional known Sphere.
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Arcane Flexibility (Su) (requires 9th level): You can use metamagic feats when using spell engines, which increases activation time as normal and costs the typical number of additional spell points. At 13th level, as a standard action, you can apply metamagic feats to lingering sphere effects that you’ve already cast, so long as you have line of effect to the casting’s current target or area. This does not reset duration, or retroactively apply increased damage or other effects to those previously but not currently affected by the spell. It also does not apply to instantaneous effects or those that have already elapsed. Doing so costs the normal number of spell points for the feat being applied.
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Metamagic Adept (Ex) (requires 3rd level): You can apply any one metamagic feat you know to a sphere ability without increasing the casting time. You must still spend additional spell points as usual. You can use this ability a number of times per day equal to half your sorcerer level. This bloodline power may be immediately retrained into a mutation for free when you gain True Self.
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Metamagic Pool (Su) (requires 3rd level): You gain a “metamagic pool,” which may only be spent to pay the additional spell point cost of metamagic feats. This special pool has a number of points equal to half your sorcerer level rounded down, and is regained when you would normally regain your spell points for the day. You may pay metamagic costs with a mix of these points and normal spellpoints if you wish.
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New Arcana (Ex) (requires 9th level): You gain a bonus magic talent from your bloodline sphere. At 17th level, you gain a second bonus magic talent.
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Sphere Power (Ex) (requires 15th level): Pick one of your known Spheres. The DC for any abilities you cast from that sphere increases by +1, or +2 if it’s your bloodline sphere. This bonus stacks with the bonus granted by Sphere Focus.
True Self: At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your sphere abilities without increasing their casting time, although you must still spend additional spell points as usual. Whenever you use magic items that require charges, you can instead spend spell points to power the item. For every spell point that you spend, you consume one less charge when using a magic item that expends charges. Whenever you use magic items that require spell points, you may expend your own even if that item type doesn’t normally allow that, and may freely add spell points to spell engines without a per-day limit.
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 to the marrow with the chill of the polar wind, crackling auroras, and the long winter’s night.
Class Skill: Survival.
Bloodline Sphere: Weather
Bloodline Arcana: Whenever you cast a sphere effect with the [cold] descriptor that costs at least 1 spell point, you may select one target of the spell to be slowed (as the Time sphere effect with Improved Slow) for 1 round. If the effect lacked a save, the target can attempt a Fortitude save to negate this additional effect.
Bloodline Powers:
Your connection to primeval winters grants you a mastery of cold magic that few can match, and a savagery that fewer still can withstand.
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Blizzard (Sp) (requires 15th level): You can create a savage winter storm centered on you. You gain Snow Lord as a bonus talent and add 1 to the maximum Cold severity you can freely apply with Control Weather.
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Cold Steel (Sp): You can touch a weapon or up to 50 pieces of ammunition as a standard action, giving it the frost property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the icy burst property instead, but the duration of the power is halved.
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Freezing Bolt (Sp) (requires 9th level): Three times per day, you can cause the air to erupt in freezing sleet as a standard action. This 10-foot-radius burst does 1d6 points of cold damage per sorcerer level to all within it (Reflex halves). For every 4 levels above 9, you gain an additional use per day.
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Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two sorcerer levels you possess.
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Icewalker (Ex) (requires 3rd level): You gain resist cold 5 and can move across snow and icy surfaces without penalty and without leaving tracks. At 9th level, you gain resist cold 10 and can climb icy surfaces as if using spider climb.
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Snow Shroud (Su) (requires 9th level): You ignore concealment and Perception penalties in natural or magical snow, ice, fog, and similar weather conditions. In addition, you can surround yourself with a cloak of swirling snow for a number of rounds per day equal to your sorcerer level + your Charisma modifier. These rounds do not need to be consecutive. While active, the snow provides a 20% miss chance on attacks made against you and grants a bonus on Stealth checks equal to 1/2 your sorcerer level in snowy or icy areas, as well as causing you to take half damage from fire, or none if successful on a save that would normally cause it to deal half damage. Any enemy that successfully attacks you with a (non-reach) handheld, natural weapon, or unarmed strike takes 1d6 cold damage + 1 per two sorcerer levels you have.
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Unearthly Cold (Su) (requires 15th level): Your sphere abilities and bloodline powers that deal cold damage become horrendously cold. Half the cold damage caused by these effects is not subject to being reduced by resistance or immunity to cold-based attacks.
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Untouched by the Cold (Su) (requires 3rd level): By touching a creature, you can grant it the benefits of endure elements (cold temperatures only), which last for 1 hour per sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
True Self: At 20th level, you gain the cold subtype and 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.
CELESTIAL
Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.
Class Skill: Knowledge (divine).
Bloodline Sphere: Life
Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class. You gain a +2 bonus on all Heal and Knowledge (divine) checks.
Bloodline Powers:
Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
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Aura of Protection (Su) (requires 15th level): You project an aura of power and goodness and that gives strength to you and your allies. While you are conscious, you and allies who can see you gain a +4 morale bonus to all saving throws.
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Celestial Resistances (Ex) (requires 3rd level): You gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
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Channel Energy (Su): You can channel positive energy like a cleric, using your sorcerer level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to your Charisma modifier.
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Conviction (Su) (requires 15th level): You can reroll any one ability check, attack roll, skill check, or saving throw you just made that resulted in a failure. You must take the second result, even if it is worse. You can use this ability once per day.
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Divining (Sp) (requires 3rd level): You can detect evil and detect snares and pits as at-will spell-like abilities. At 10th level, you benefit from a constant discern lies spell (DC 20).
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Heavenly Fire (Sp): You can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect.
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Prayer (Su) (requires 9th level): Allies who know you may pray to you for help as a standard action. When they do so, you receive a telepathic message, and may respond to it as an immediate action by using one of your bloodline powers or sphere abilities. The ability must target the ally only, and can affect no one else.
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Wings of Heaven (Su) (requires 9th level): You can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments. At 13th level, this becomes 10 minutes per sorcerer level per day. At 20th level, the duration becomes unlimited.
True Self: At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).
DESTINED
Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.
Class Skill: Knowledge (history).
Bloodline Sphere: Fate
Bloodline Arcana: Whenever you cast a sphere effect that costs at least 1 spell point and targets only yourself, you gain a luck bonus equal to half your sorcerer level (minimum 1) on all your saving throws for 2 rounds. This does not stack with itself.
Bloodline Powers:
You are destined for great things, and the powers that you gain serve to protect you.
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Fated (Su) (requires 3rd level): You gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1.
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Heroic Legends (Su) (requires 15th level): You may inspire greatness or inspire heroics as a bard of your sorcerer level by spending a spell point as a swift or move action. The effect lasts a number of rounds equal to half your sorcerer level.
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It Was Meant To Be (Su) (requires 9th level): Once per day, you may reroll any one failed attack roll, critical hit confirmation roll, or MSB check made to overcome spell resistance. You must take the second result, even if it is worse. At 17th level, you can use this ability twice per day.
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Rallying Cry (Su) (requires 3rd level): Once per day as a standard action, you can shout a cry instilled with the weight of your destiny. You and any allies within 30 feet who can hear you gain a +1 morale bonus on attack and damage rolls for a number of rounds equal to half your sorcerer level (minimum 1). At 7th level and every four levels thereafter, this bonus increases by +1.
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Retribution (Su): When you are hit by a melee attack, as an immediate action, you can curse the creature that struck you. The target takes a –2 penalty on all attack and damage rolls for 1d4 rounds (Will negates). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
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Touch of Destiny (Sp): You can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 7th level, you can use this ability at a range of 30 feet.
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Unparalleled (requires 9th level): You gain a +2 Inherent bonus to your highest ability score (before any bonuses) other than your casting ability. At 13th level, this raises to +4. At 17th level, it raises to +6.
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Within Reach (Su) (requires 15th level): Your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –1 hit points and are automatically stabilized.
True Self: At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a sphere ability are automatically confirmed. Once per day, you can automatically succeed at an MSB check made to overcome spell resistance. You must use this ability before making the roll.
ELEMENTAL
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.
Class Skill: Knowledge (planes).
Bloodline Sphere: Destruction (energy focus: chosen element)
Bloodline Arcana: At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. Whenever you cast a sphere effect that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the sphere ability’s type to match the type of your bloodline.
Bloodline Powers:
One of the four elements infuses your being, and you can draw upon its power in times of need.
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Aquatic Adaptation (Ex) (requires 3rd level and water as your chosen element): You gain a swim speed of 30 feet. At 9th 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 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water.
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Conductivity (Su) (requires air as your chosen element): As a standard action, you can make a melee touch attack that shocks a creature. This attack deals 1d6 points of electricity damage + 1 per 2 sorcerer levels. If an enemy makes a melee attack against you, you may use this power as an immediate action against them after their attack resolves.
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Elemental Blast (Sp) (requires 9th level): Once per day, you can unleash a blast of elemental power as a standard action. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level, and if you have a (blast) type talent of the appropriate group to your element, you may freely apply it (altering damage dice as if it were a blast). Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn, or cancel out immunity if they have it. You can use this ability one additional time per day for every additional 3 sorcerer levels after 9th. This power has a range of 60 feet.
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Elemental Form (Su) (requires 9th level): You gain the ability to take on the form of an elemental. You gain Transformation as a bonus feat, but must select Elemental Form as the chosen form for your transformation, as well as the appropriate element.
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Elemental Movement (Su) (requires 15th level): You gain a special movement type or bonus. This ability is based on your chosen element, as indicated below:
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Air: Fly 60ft (average)
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Earth: Burrow 30ft
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Fire: +30ft speed
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Water: Swim 60ft
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Elemental Power (Ex): Whenever you cast a sphere effect that deals damage from of your energy type, add 1 point of damage per die rolled. This does not stack with bloodline powers and mutations that increase sphere effect damage.
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Elemental Protection (requires 3rd level): Your skin grows hard and takes on superficial characteristics of your chosen element. You gain a +1 natural armor bonus. This increases to a +2 bonus at 9th level and a +4 bonus at 15th level.
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Elemental Strike (Su) (requires 15th level): Your body becomes akin to an elemental’s. You deal 1d6 additional points of your element’s damage with natural weapons and melee attacks made with metal weapons. In addition, you deal 2d6 points of elemental damage per round to any creature you grapple. This does not damage your equipment. You can activate or deactivate this effect as a free action.
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Ember (Su) (requires fire as your chosen element): When making a Craft check involving metal, you can expend a number of uses of this ability up to half your sorcerer level (minimum 1) to gain a circumstance bonus on the check equal to twice the number of uses expended. You gain a number of uses per day equal to half your sorcerer level + your Charisma modifier.
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Inner Flame (requires 3rd level and fire as your chosen element): You gain fire resistance 5 and may use your Charisma score instead of your Constitution score when determining when hit point damage would kill you. This resistance stacks with other sources of fire resistance. At 9th level, your fire resistance increases to 10.
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Rockseer (Su) (requires 3rd level and earth as your chosen element): You gain the stonecunning trait as a dwarf; if already a dwarf, your bonus improves to +4. At 9th level, you gain tremorsense 30 feet. At 15th level, you can see through solid objects as if using a ring of x-ray vision for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.
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Stormchild (Ex) (requires 3rd level and air as your chosen element): You gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th 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.
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Tremor (Sp) (requires earth as your chosen element): As a standard action, you can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using your sorcerer level plus your casting ability modifier in place of your CMB.
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Water Blast (Sp) (requires water as your chosen element): As a standard action, you can fire a bolt of water at a foe within 30 feet. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you (Reflex negates).
True Self: At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.
FEY
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.
Class Skill: Knowledge (nature).
Bloodline Sphere: Fallen Fey
Bloodline Arcana: The DC to disbelieve or see through any illusions you create is +2 higher.
Bloodline Powers:
You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.
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Assumed Form (Sp) (requires 3rd level): You can change your appearance at will, as disguise self with a caster level equal to your sorcerer level. This ability lasts until you dismiss it or use it again, allowing you to keep it active while you sleep.
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Laughing Touch (Sp): You can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours.
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Fey Fascination (Su): As a standard action, you can force one target within 30 feet to make a Will save or be fascinated for 1 round for every 2 sorcerer levels you possess (minimum 1). This is a mind-affecting, illusion (pattern) effect. Once affected by this ability, a target becomes immune to it for 1 hour.
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Fey Magic (Su) (requires 15th level): You may roll any MSB check you make to overcome spell resistance twice and use the better result.
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Fey Wings (Su) (requires 15th level): You can grow insect-like wings from your back and become one size category smaller (as if you had used reduce person), gaining a fly speed of 60 feet with average maneuverability. You can maintain this form for 1 minute per level. This duration does not need to be consecutive, but it must be used in 1-minute increments.
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Fleeting Glance (Sp) (requires 9th level): You can turn invisible as a free action for a number of rounds per day equal to your sorcerer level. These rounds need not be consecutive.
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Riddlemind (Ex) (requires 9th level): Whenever a creature uses a mind-affecting supernatural or spell-like ability against you that requires a Will saving throw, if you are succeed, you can cause that creature to be subject to their own spell as an immediate action.
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Woodland Stride (Ex) (requires 3rd level): You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
True Self: Your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Twice per day, you can cast plane shift as a spell-like ability using your sorcerer level as your caster level, but only to travel to the First World or back to the Material Plane.
INFERNAL
Somewhere in your family’s history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can’t help but wonder if your ultimate reward is bound to the Pit.
Class Skill: Influence
Bloodline Sphere: Mind
Bloodline Arcana: Whenever you cast a sphere effect that costs at least 1 spell point, you gain a bonus on Influence checks equal to half your sorcerer level for 1 minute.
Bloodline Powers: You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.
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Corrupting Touch (Sp): You can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider. Multiple touches do not stack, but they do add to the duration.
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Fearsome Demand (Su) (requires 9th level): You imbue your words with an intimidating power. Any time a target succeeds on a saving throw for a mind-affecting effect that you created, you may force them to make a Will save or be shaken. Any creature 4 HD less than you is instead frightened. This is a mind-affecting, fear effect. Creatures normally immune to mind-affecting or fear effects are not immune to this effect, but they gain a +4 bonus on the saving throw. Once a creature successfully saves on this effect, they are immune to it for the next 24 hours.
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Infernal Resistances (Ex) (requires 3rd level): You gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.
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Hellfire (Sp) (requires 9th level): You can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level (Reflex halves). Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. You can use this ability once per day, plus one additional time per 3 sorcerer levels you have above 9. This power has a range of 60 feet.
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Insidious Bargain (Su) (requires 15th level): You gain the innate knack to keep people on task. Any time you make an agreement, ask a creature to perform a task or make a contract, you may enact an insidious bargain. The target of the insidious bargain is under the effects of a geas/quest, however, the subject gains a +1 morale bonus on skill checks, ability checks, attack rolls and MSB checks that further or fulfill the agreement. This is a language dependent effect with no saving throw that ignores any immunity to mind-affecting effects, however, it is ineffective against mindless creatures and the subject must be willing. However, if the agreement, request, contract or bargain is made under false pretenses or under duress, the subject gets a Will save to resist.
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Mind Reader (Sp) (requires 3rd level): You can read minds as a spell-like ability. This ability acts like the powerful charm of the Read Minds (charm) talent. You may use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd.
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On Dark Wings (Su) (requires 15th level): You can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.
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Silver Tongue (Su): You can draw upon your infernal heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Influence check made to convince another of the truth of your words. If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on an MSB check against your MSD to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
True Self: At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.
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, preferring to skulk at the fringes of social circles and keep to yourself, cultivating an air of mystery and majesty that is all your own.
Class Skill: Stealth
Bloodline Sphere: Dark
Bloodline Arcana: Whenever you cast a Dark sphere effect that costs at least 1 spell point, you gain a circumstance bonus on Stealth checks equal to half your sorcerer level for 1d4 minutes. This does not stack with itself, but further uses can reset the duration.
Bloodline Powers: Your benighted heritage infuses your mastery of magic with the essence of shadowstuff.
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Black Out (Ex) (requires 3rd level): You can cast Darkness as a swift action.
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Bump in the Night (Ex) (requires 9th level): You gain Fearful Darkness as a bonus talent, or Shadowed Mien if you already had it. Whenever you cast Fearful Darkness, creatures who fail their Will save are frightened instead of shaken.
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Enveloping Darkness (Sp) (requires 15th level): You gain Pure Darkness as a bonus talent, or Pitch Black if you already had it. In addition, once per day you may cast Darkness in an enhanced way, causing the darkened area to entangle anyone moving through it other than yourself, unless they have freedom of movement or a similar effect on them.
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Living Shadow (Sp) (requires 15th level): Your body and all the gear you are carrying dissolve and become a living shadow. You are a black fluid in a vaguely humanoid shape, and you can pass through small openings. You lose any bonuses due to armor (but not from your size, Dexterity, or anything else) and cannot attack with weapons or use any spells, sphere effects, or spell-like abilities. You gain DR 5/magic and become immune to sneak attacks and critical hits. You may resolidify as a free action.
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Nighteye (Ex) (requires 3rd level): You gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.
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Shadow Well (Sp) (requires 9th level): You can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet who’s also in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. This is a teleport effect. You may use the ability to switch places once per day at 9th level, plus one additional time per day for every 5 sorcerer levels above 9.
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Shadowstrike (Sp): You can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability.
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Wall of Darkness (Su): You can summon a thin wall of shadow anywhere within 30′ as a standard action. The wall is 1 foot thick and no bigger than 10 feet in any other dimension. This wall lasts for 1 round and obscures vision giving 20% concealment in both directions. Creatures passing through the wall must make a Will save to avoid becoming dazed for the remainder of their turn. The concealment effect of the wall always works but a creature can only be affected by the disorienting effect once per day. At 11th level, the duration of the wall becomes 3 rounds. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
True Self: At 20th level, you can see perfectly in natural or magical darkness. When in the area of one of your Darkness effects, or that of an ally, you count as being of the outsider (native) type for the purposes of being targeted by magical effects, and gain DR 10/magic, concealment (even against other creatures with See in Darkness or similar abilities), and spell resistance equal to 6 + your sorcerer level.
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 yearn to span the gulf between worlds.
Class Skill: Knowledge (nature).
Bloodline Sphere: Warp
Bloodline Arcana: Whenever you cast a Warp sphere effect that requires a save that affects one or more hostile targets (or an area), targets that fail their saves are dazzled by tiny sparkling starlights for a number of rounds equal to half your caster level.
Bloodline Powers:
Your skyward gaze and communion with the heavens focus and enhance your magical talents.
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Aurora Borealis (Sp) (requires 9th level): You can create a sheet of cascading colors that’s 20 feet high and up to 20ft long per level. One side of the aurora designated by you fascinates creatures within 10 feet, up to a maximum of 2 HD of creatures per sorcerer level (Will negates), and any enemy passing through the sheet takes cold damage equal to 2d6 + 1 per sorcerer level. You may use this ability for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.
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Breaching the Gulf (Sp) (requires 15th level): The maximum distance your teleport ability of the Warp sphere can teleport someone is calculated as if your caster level was 3 higher. This does not affect anything else relying on caster level. In addition, once per day you can teleport a single creature within 30 feet into the void of space if it fails a Will save. The target can attempt a new saving throw as a full-round action each round to return. While trapped in the airless void, the target suffers 6d6 points of cold damage per round and must hold its breath or begin to suffocate.
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Cover of Night (Su) (requires 15th level): You are enigmatic to the core of your being. Although people can see you, speak to you, and touch you, they never truly know you. You are under the effects of a continual mind blank spell. You also gain a competence bonus on Disguise checks equal to one-1/2 your sorcerer level.
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Minute Meteors (Sp): You can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of cold damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier.
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Pressure of the Void (Sp): You can create a sparkling field within 30 feet that replicates the pressure of the void of space within a 5-foot cube as a standard action. This field lasts until the beginning of your next turn. Any creature that enters the area or that starts its turn within the cube takes 1d4 points of force damage + 1 point of force damage per 2 sorcerer levels you have. While within the area, a creature takes a -1 penalty on Reflex saves and to AC. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
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Unearthly (Ex) (requires 3rd level): Normal gravity has less effect on you. You are no longer slowed down by difficult terrain, unless it extends 1 foot above the ground, and there is a 50% chance that a trap activated by being stepped on will not be activated by you. You take half damage from all falls. At 6th level, you take no damage from falls, and can walk up walls (but not ceilings) without needing an Athletics check.
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Voidfield (Sp) (requires 9th level): You can call down a field of choking void. This is a 20 foot radius, 40 foot high cylinder that deals 1d6 points of damage per sorcerer level; this damage is half bludgeoning, half cold. In addition, that area becomes supernaturally dark for 1 round per 4 sorcerer levels you have, reducing the light level by 2 steps; this magical darkness causes even darkvision to fail if the area was dimly lit or worse to start with.
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Voidwalker (Ex) (requires 3rd level): You gain low-light vision and resist cold and fire 5. At 9th level, you no longer need to breathe, as if wearing a necklace of adaptation.
True Self: 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.
UNDEAD
The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.
Class Skill: Knowledge (divine).
Bloodline Sphere: Death
Bloodline Arcana: Corporeal undead are also treated as their former type, if applicable, for the purposes of determining which of your spheres can affect them, and this ignores any undead immunity to mind-affecting effects (but does not bypass any other immunity).
Bloodline Powers:
You can call upon the foul powers of the afterlife. Unfortunately, the more you draw upon them, the closer you come to joining them.
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Between Life and Death (Ex) (requires 3rd level): You are healed by negative energy. Positive energy still affects you as it did before.
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Death's Gift (Su) (requires 3rd level): You gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.
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Grasp of the Dead (Sp) (requires 9th level): Once per day as a standard action, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level (Reflex halves). Those who fail the save are unable to move for 1 round. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
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Grave Touch (Sp): You can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. Touching an undead creature with this ability instead gives it a +1 profane bonus to attack for 1 round.
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Incorporeal Form (Sp) (requires 15th level): You can become incorporeal, gaining the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your sphere abilities deal only half damage to corporeal creatures. Abilities that do not deal damage function normally. You can use this ability for a number of rounds per day equal to your sorcerer level.
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Sealed Soul (Su) (requires 15th level): You permanently gain the benefits of the death ward spell.
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Touch of Death (Sp): You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d4 points of negative energy damage + 1 per 2 sorcerer levels. You gain temporary hit points equal to half the damage dealt, rounded down. The temporary hit points disappear after one minute. If used against an undead creature, this ability heals the undead instead of harming them, and you do not gain temporary hit points.
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Undead Fortitude (Su) (requires 9th level): Whenever you would attempt a saving throw, you may spend a spell point as an immediate action to add your Charisma modifier as a bonus to the saving throw. At 17th level, you may choose to do this after learning the results of the save first.
True Self: At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against sphere effects, spells, and spell-like abilities cast by undead.
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 innate communion with nature.
Class Skill: Knowledge (nature).
Bloodline Sphere: Nature (plant)
Bloodline Arcana: Whenever you use a sphere ability that targets only yourself, your skin toughens, granting you a natural armor bonus equal to half your sorcerer level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have.
Bloodline Powers:
The power of living things infuses every aspect of your magic, as you draw power from nature and its life energies flow through you.
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Bramble Armor (Su): As a free action, your body can become covered in tiny thorns for 1 round. While this ability is active, your unarmed strikes deal lethal damage and gain a bonus on damage rolls equal to your sorcerer level. In addition, any foe striking you with an unarmed strike or natural attack while this ability is active takes 1d6 points of piercing damage. You can use this ability for a number of rounds per day equal to 1/2 your sorcerer level + your Charisma modifier.
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Headfruits (Su) (requires 3rd level): Whenever you replenish your spell points for the day, a number of small, woody branches grow out of your head, take leaf, and produce small fruits. You produce a number of headfruits each day equal to 1/3 your sorcerer level. Treat a headfruit as a potion of cure light wounds with a caster level equal to your sorcerer level, save that consuming a headfruit provides the same nutrition as a full and well-balanced meal, that headfruits cannot be sold, and that the fruit spoils and becomes useless after 24 hours.
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Massmorph (Sp) (requires 9th level): As a full-round action, you can cast the Alteration sphere’s shapeshift ability with Plant Transformation as a spell-like ability, using your sorcerer level in place of your caster level, without requiring a spell point to increase the duration beyond concentration. You may either use Plant Transformation or Blank Form as the basis, but only have the Plant Transformation traits as options for Blank Form. You may use this once per day, or at-will when specifically targeting creatures that already have the plant type.
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Natural Step (Ex) (requires 9th level): You are no longer affected by difficult terrain or entanglement created by natural or magical foliage and are not damaged by the thorns or contact poisons of plants.
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Photosynthesis (Ex) (requires 3rd 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 9th level, these bonuses increase to +4.
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Rooting (Ex) (requires 15th level): As a move action, you can extend roots into the ground. Your speed is reduced to 5 feet, but you gain a +4 enhancement 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. You can use this power for a number of minutes per day equal to your sorcerer level. This duration need not be consecutive, but it must be used in 1-minute increments.
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Tanglevine (Sp): As a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your MSB in place of your normal CMB.
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Tree Stride (Sp) (requires 15th level): You can transport yourself between two trees a number of times per day equal to your sorcerer level as per the tree stride spell. The distance between two trees cannot exceed 500 ft.
True Self: 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.