|Unofficial rules compendium|
Sorcerers get their bloodline bonus spells one level earlier than normal, at even levels. This means sorcerers never have only a single spell to choose from at a certain level.
Your life and powers are tied to the transitive planes, the astral and ethereal. Perhaps your powers come from a merger with an incorporeal spirit, or an ancestor was saved by planar travel. Regardless, it has left you with a predisposition for force effects that pierce the barrier between the planes.
Aether Class Skills
Knowledge (Planes) (Int).
Aether Bonus Spells
Shield (3rd), see invisible (5th), blink (7th), dimensional anchor (9th), wall of force (11th), mage's sword (as a 6th level sorcerer spell) (13th), plane shift (15th), astral projection (as an 8th level sorcerer spell) (17th), etherealness (19th).
Aether Bonus Feats
Dimensional Agility, Disruptive Spell, Ectoplasmic Spell, Heighten Spell, Intensified Spell, Reach Spell, Selective Spell, Toppling Spell
Aether Bloodline Arcana
Any time you use a spell with the force descriptor or a spell affected by the Ectoplasmic Spell metamagic feat, you ignore any cover or concealment a target may have against your attack. You still cannot attack a target with total cover, but you can cast spells on invisible targets without knowing their precise location. You need not guess in what square an invisible target is before attacking, but if the target actually is out of range or under total cover, your spell fails and is lost.
Aether Bloodline Powers
Your bloodline expands your power into the astral and ethereal realms.
Force bolt (Sp): Starting at 1st level, you can fire a force ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The force ray deals 1d6 points of force damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Ghost touch (Su): At 3rd level, the aether sorcerer can touch a piece of gear (usually a weapon or set of armor) and grant it the ghost touch property. This ability can be used a number of times each day equal to the sorcerer's Charisma modifier, and each use lasts for 10 minutes.
Force Focus (Su): At 9th level, any of the aether sorcerer's spells or abilities with the [Force] descriptor has it's save DC and caster level increased by +1 and gains a +2 bonus on any attack roll made with the spell.
Pierce the Veil (Sp): At 15th level, an aether sorcerer can use true seeing as a spell-like ability for one minute per level per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Fade to Grey (Su): At 20th level, an aether sorcerer can fade from the world. The sorcerer becomes incorporeal for 1 minute per sorcerer level. She gains the incorporeal subtype and take only half damage from corporeal magical attacks (no damage from nonmagical weapons and objects). The aether sorcerer's spells and magical attacks deal only half damage to corporeal creatures, but spells and abilities that do not deal damage function normally. The duration need not be continuous, but it must be used in 1-minute increments. Force effects and ectoplasmic spells affect the user normally.
If using the Metamagic house rules from Apath, much of the Arcane bloodline's abilities become redundant and needs to be updated.
Modified Arcane Bloodline Abilities
Metamagic Adept (Ex): At 3rd level, you become skilled at modifying spells with metamagic. When a you apply a metamagic feat, you reduce the metamagic feat’s spell level adjustment by 1. Thus, applying a Metamagic feat like Still Spell to a spell does not change its effective spell level at all, while applying Quicken Spell only increases the spell’s effective spell level by 3 instead of by 4. This reduction to the spell level adjustment for Metamagic feats does not stack with similar reductions from other abilities. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. You can only apply it once to any given spell.
Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells, always using the Metamagic Adept ability. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.
Publisher: Purple Duck games
Your bloodline has been intertwined with that of animals. Maybe you were raised from infancy by animals, one of your ancestors was a powerful druid or awakened animal, or you had a life-changing event influenced by an animal or animal spirit.
Animal Bloodline Class Skill
Handle Animal (Cha).
Animal Bloodline Bonus Spells
Speak with animals (3rd), animal aspect UC (5th), dominate animal (7th) beast shape ii (9th), baleful polymorph (11th), share skin BotM (13th), animal shapes (15th), mass atavism UM (17th), foresight (19th).
Animal Bloodline Bonus Feats
Animal Bloodline Arcana
When you cast a summon monster spell to summon one or more animals, it has a casting time of a standard action.
Animal Bloodline Powers
Animal Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws increase in damage to 1d8 (1d6 if small) and gain a critical hit multiple of x3. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Animal Speed (Su): At 3rd level your gain a 10 ft. enhancement bonus to all modes of travel you can use. You also gain low-light vision.
Pack Summoner (Su): At 9th level, whenever you roll the die to see how many animals you summon with a summon monster spell, you summon one additional creature of the same kind.
Animal Hide (Ex): At 15th level, you gain a +2 unnamed bonus to natural armor. You also gain scent.
Animal Apotheosis (Su): At 20th level, you become an animal avatar. Your retain your normal form but your type changes to animal with the shapeshanger subtype. You can use beast shape III at will as a swift action. You can speak and cast spells with verbal and somatic components in animal form.
Publisher: Purple Duck games
Your powers derive from your understanding of the world, physics, and mechanisms. You might come from a long line of engineers, or mechanisms played an important part in the fate of you or your family.
Artifice Class Skills
Disable Device (Dex)
Artifice Bonus Spells
Crafter's fortune (3rd), Make whole (5th), rusting grasp (7th), named bullet UC (9th), animate object (11th), leashed shackles UM(13th), grasping hand (15th), iron body (17th), wooden phalanx UM (19th).
Artifice Bonus Feats
Arcane Armor Mastery, Arcane Armor Training, Armor Proficiency (light), Armor Proficiency (medium), Bouncing Spell APG, Combat Casting, Craft Construct B1, Craft Magic Arms & Armor, Lingering Spell APG, Master Siege Engineer UC, Siege Engineer UC.
Artifice Bloodline Arcana
An artifice sorcerer uses Intelligence instead of Charisma when determining the highest level of spells she can cast, her spell save DCs, and any effects of her sorcerer spells normally determined by Charisma.
Artifice Bloodline Powers
Your bloodline is tied to skill more than power, enabling you to work magic with traps, locks, and devices.
Trapfinding (Ex): At 1st level an artifice sorcerer adds ½ her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). An artifice sorcerer can use Disable Device to disarm magic traps.
Construct Familiar (Su): At level 3 an artifice sorcerer can make herself a construct familiar. Except as described below, this works like a regular familiar, with the base creature being a tiny animated object. The construct familiar has the Additional Movement (fly) construction ability and one additional construction point to spend. Construct familiars are normally humanoid in shape, can speak, and can manipulate objects. Unlike most constructs they are not mindless and are subject to mind-affecting effects. Their Intelligence, Charisma, and Wisdom scores are all the same, the value given for Intelligence in the familiar table for the artifice sorcerer's level.
Trap (Su): At 9th level, an artifice sorcerer learns how to create a snare trap UM and one other ranger trap UM of her choice. All artificer sorcerer traps are magical ranger traps. She can use this ability once per day per level, renewing when she prepares spells. All ranger traps abilities normally based on Wisdom are based on Intelligence for an artifice sorcerer.
At 10th level and every level thereafter, you learn another trap. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The artifice sorcerer cannot select an individual trap more than once.
At 15th level, all ranger traps set by the artifice sorcerer do double damage.
Remote Trap (Su): At 15th level, an artifice sorcerer can set a ranger trap remotely as a full-round action, even underneath enemies so that it triggers immediately. This consumes two daily uses of the trap ability. Remote trap has a maximum range of 60 feet.
Mechamage: At 20th level you transform into a mechanical version of yourself. Your creature type changes to construct. You keep all your traits and abilities, including racial abilities and the Constitution ability score. Your hit points do not change. You become immune to death effects, disease, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). You are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. You are not at risk of death from massive damage.
Publisher: Purple Duck games
Your bloodline is connected to decay and decomposition, making you kin to oozes, molds, and fungi. You see yourself as a master of life and death; death leads to decay, which ultimately leads to growth and new life.
Decay Bloodline Class Skill
Decay Bloodline Bonus Spells
Adhesive spittle ACG (3rd), acid arrow (5th), nauseating trail ACG (7th), touch of slime UM (9th), echolocation UM (11th), conjure black pudding UM (13th), caustic eruption UM (15th), horrid wilting (17th), transmute blood to acid UM (19th).
Decay Bloodline Bonus Feats
Decay Bloodline Arcana
Your mind-affecting spells of the enchantment school can affect ooze and plant creatures, overcoming these creatures' normal immunity to mind-affecting spells. This does not apply to spells with the fear, emotion, or language-dependent descriptors; ooze and plant creatures are still immune to your spells with these descriptors.
Decay Bloodline Powers
Acid Spit (Su): At 1st level, you can spit acid as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Touch of Decay (Su): At 3rd level, your touch can wither a single plant, corporeal undead, or any object or construction of organic material. An affected plant or corporeal undead take 1d6 points of damage per level and may attempt a Fortitude saving throw for half damage (DC 10 + ½ your sorcerer level + your Charisma modifier). Objects, buildings, vehicles, and other construction made of organic materials take 1d10 damage per level, ignoring Hardness. The decay creates fertile soil. You can use this touch for a number of times per day equal to 3 + your Charisma modifier.
Thoughts of Decay (Ex): At 9th level, you gain a +4 bonus on saving throws against mind-affecting effects.
Decomposed Body (Ex): At 15th level you gain a +20 bonus on Escape Artist checks and can move through an area as small as half your space without squeezing or one-quarter your space when squeezing. You have 50% chance to ignore the extra damage from critical hits or precision-based attacks like sneak attack (as fortification).
Reducer (Ex/Su): At 20th level, you become decay manifest. Your become immune to mind-affecting powers (ex) and you can use plant shape II (su) at will as a swift action to assume the shape of a shambling mound. You can speak and cast spells with verbal and somatic components in this form.
Publisher: Purple Duck games
You carry the power of the divine in your blood—perhaps you are the result of a divine indiscretion, or perhaps your ancestors have been longstanding servants of the divine. Whatever the reason, your powers are arcane, but with a divine touch.
Divine Bloodline Class Skill
Knowledge (religion) (Int)
Divine Bloodline Bonus Spells
You gain the spells of your chosen domain, see bloodline arcana below. These become sorcerer spells for you, of the same level they would have been as domain spells. You gain the 1st level domain spell at level 3, and another domain spell for every two levels after level 3. You must satisfy any divine focus requirement of these spells, but you can use a personal symbol as a divine focus if you prefer.
Divine Bloodline Bonus Feats
Alignment Channel, Channel Smite, Command Undead, Concussive spell UM, Dazing Spell APG, Ectoplasmic Spell APG, Fearsome Spell OA, Martial Weapon Proficiency, Turn Undead.
Note that channel Smite works with melee touch attacks granted by spells.
Divine Bloodline Arcana
You can release energy by channeling the power of your divine ancestry by touch. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
You can choose to channel positive or negative energy regardless of your alignment. Positive energy deals damage to undead creatures or heals living creatures. Negative energy deals damage to living creatures or heals undead creatures. Once this choice is made, it cannot be reversed. Unlike the cleric’s channel energy ability, this only affects a single touched target, and there is no saving throw.
Channeling touch only affects one creature touched and requires a touch attack against an unwilling target. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two divine bloodline sorcerer levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A divine bloodline sorcerer may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A divine bloodline sorcerer can affect herself with this power.
A divine bloodline sorcerer must be able to present her divine focus to use this ability, and can use the ability with channeling feats, but only affect a single target touched when using channeling touch with channel feats. Channeling feats that allow saving throws have a saving throw DC of 10 + ½ your sorcerer level + your Charisma modifier. This saving throw does not reduce the damage of channeling touch, but can reduce or negate the effect added by the channeling feat.
Divine Bloodline Powers
Divine Bloodline (Su): Pick one domain among those available to clerics. You cannot choose an alignment domain. You gain the 1st level domain power of this domain, replacing any reference to Wisdom in the domain power with Charisma. The chosen domain also determines your bonus spells and many of your bloodline powers.
Divine Spell Gift: At 3rd level, and every two levels after, you can add one from the cleric spell list to your spell list and to your list of known spells. This becomes a sorcerer spell for you of the same level as it's normal cleric spell level. This must be a spell of a level you can currently cast and cannot have an alignment descriptor opposed to your alignment.
Domain Power: At 9th level, you learn the second domain power of your chosen domain. You use this as outlined for your first domain power in the divine bloodline ability, above.
Quickened Channeling Touch (Su): At 15th level, you can use your channeling touch bloodline arcana as a swift action.
Apotheosis (Su): At 20th level, you are imbued with divine essence. Your type changes to outsider (native) and you gain resistance 10 against 2 energy types of your choice from this list; acid, cold, electricity, fire, or sonic.
Publisher: Purple Duck Games
Your magic comes from brave feathered fliers — eagles, hippogriffs, griffons, sphinxs, rocs and other free-flying creatures. This bloodline is common among shibaten and tengu, some claim it harkens back to their avian ancestors.
Feather Bloodline Class Skill
Feather Bloodline Bonus Spells
Heightened awareness (3rd), eagle eye (5th), fly (7th) freedom of movement (9th) phantom limb (phantom wings only) (11th), true seeing (13th), fly (mass) (15th), moment of prescience (17th), freedom (19th).
Feather Bloodline Bonus Feats
Feather Bloodline Arcana
You can use metamagic feats on your spells without increasing the cast time. When you cast a spell of the divination school, the range of the spell and the range of any detection or perception ability granted by the spell is doubled. The range increase can stack with Enlarge Spell (to x3 range).
Feather Bloodline Powers
Talons (Su): Starting at 1st level, you can grow talons as a free action. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive. These talons are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These talons are treated as both manufactured weapons and a natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Talons deal 1d6 points of slashing damage each (1d4 if you are Small) plus your Strength modifier. At 5th level, these talons gain a treat range of 19-20. At 11th level, talon damage increases to 1d8 points (1d6 if you are Small) with a treat range of 18-20.
Eye in the Sky (Ex) At 3rd level, reduce downward vertical distance by 20 ft. per class level when calculating the range of spells, ranged attacks, and Perception checks. After this distance, normal range applies. Horizontal distances and vertical distance to points above you always count normally. You still need to touch for effects with a range of touch.
Speed of the Feather (Su): At 9th level your gain a 30 ft. enhancement bonus to fly speed. This applies both to natural and magical flight speed, such as that given by the fly spell. You cannot use this ability if you lack a fly speed.
Feathered Wings (Sp): At 15th level, you gain constant phantom limb (sp), but you can only choose the phantom wings option. You can create new wings as an immediate action.
Power of the Skies (Su): You can apply any and all of the following metamagic feats you know to spells you cast without increasing the cast time or spell slot required: Brisk Spell, Enlarge Spell, Flaring Spell, Intensified Spell, Toppling Spell, Vast Spell. Any restrictions on which spells each feat can be used with still apply. You also gain one of these feats as a bonus feat.
Publisher: Purple Duck games
You carry the pride and power of the primeval giants in your blood.
Giant Bloodline Class Skill
Knowledge (history) (Int).
Giant Bloodline Bonus Spells
Enlarge person APG (3rd), bull's strenth APG (5th), hold person (7th), enlarge person (mass) (9th), charm person (mass) (11th), giant form I (13th), hold person (mass) (15th), giant form II (17th), clashing rocks APG (19th).
Giant Bloodline Bonus Feats
Giant Bloodline Arcana
When you cast a spell that increases the size category of a creature or cast a summon spell to summon a creature with "giant" in the name, that creature gains an untyped +4 bonus to Strength as long as the effect of the spell lasts.
Giant Bloodline Powers
Hurl Boulder (Sp): Starting at 1st level, you can create and hurl a boulder as a standard action. This is a conjuration (creation) effect. Boulders work like thrown weapons and strike against AC (not touch AC). Add your Charisma modifier instead of your Dexterity modifier on throw boulder attacks. Each boulder deals 1d6 points of damage and has a range increment of 10 ft. per class level. At 3rd level, the damage increases by one step to 1d8 points. At 7th level, boulders do 2d6. At 10th level, boulders do 3d6. At 13th level, boulders do 4d6. At 17th level, boulders do 6d6. At 20th level, boulders do 9d6. You can create and throw a number of boulders per day equal to 3 + your Charisma modifier.
Giant Reach (Su): At 3rd level, increase your natural reach by 5 ft.
Giant Hide (Ex): At 9th level, increase your natural armor by +2 and gain low-light vision and the giant subtype.
Gigant Kin (Sp or Su): At 15th level, choose one of the following:
- Cloud kin: fog cloud (sp) and levitate (sp) at will.
- Fire kin: Immunity to fire (su).
- Frost kin: Immunity to cold (su).
- Stone kin: +8 racial bonus to Stealth checks in rocky terrain and on attack rolls with the hurl boulder ability (su).
- Storm kin: Constant freedom of movement (sp) and can breathe water (su).
Giant Apotheosis (Sp): At 20th level, you can use frightful aspect UC (sp) at will. If you are under a polymorph effect other than frightful aspect, you can use this ability to get the benefit of the DR, SR, and frightful aura of frightful aspect.
Publisher: Purple Duck games
Your bloodline is connected to insects, and to a lesser degree other vermin. Perhaps you or an ancestor were saved by insects or you have an insectile monster somewhere in your heritage.
Insect Bloodline Class Skill
Handle Animal (Cha)
Insect Bloodline Bonus Spells
Ant haul APG (3rd), barkskin (5th), giant vermin UM (7th), vermin shape I (9th), insect plague (11th), swarm skin APG (13th), creeping doom (15th), prying eyes (greater) (eyes look like insects) (17th), summon elder worm UM (19th).
Insect Bloodline Bonus Feats
Insect Bloodline Arcana
Your mind-affecting spells can affect vermin, overcoming these creatures' normal immunity to mind-affecting spells.
Insect Bloodline Powers
Insect Affinity (Su): At 1st level you can train vermin using Handle Animal, as if the vermin had an Intelligence of 1. You can use Handle Animal as if it was Diplomacy to influence attitude or make a request against vermin and against magical beasts with an Intelligence of 0 or 1. You do this by triggering their instinctive reactions, bypassing any immunity to mind-affecting effects.
Mandibles (Ex): At 3rd level, you can grow mandibles as a free action. These mandibles are treated as a natural weapon inflicting 1d6 points of damage plus your Strength modifier (1d4 if you are Small). At 9th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small). At 15th level, these mandibles increase in damage to 2d6 (1d8 if Small) and you gain the trip monster ability when using them.
Implacable (Ex): At 9th level, you gain a +4 bonus on saving throws made against mind-affecting effects.
Insect Legs (Ex): At 15th level, your gain a +2 bonus to natural armor, a climb speed equal to your land speed, and a +10 bonus to all Acrobatics checks made to jump. In addition, you always count as having a running start when making Acrobatics checks to jump.
Insect Queen (Ex): At 20th level, you become immune to mind-affecting effects and gain fly 60 ft. (perfect).
Your power comes from being possessed and being the the 'mount' for spirits and creatures that take residence inside you - sometimes in order to power your spells, other times to take over completely and act on your behalf. You might have inherited this ability from spirits in your ancestry, bargained for it, or fought and dominated a possessing spirit to earn this kind of power the hard way.
Mount Class Skill
Knowledge (planes) (Int)
Mount Bonus Spells
Summon monster I (3rd), summon monster II (5th), summon monster III (7th), summon monster IV (9th), summon monster V (11th), summon monster VI (13th), summon monster VII (15th), summon monster VIII (17th), summon monster IX (19th).
Mount Bonus Feats
When casting a summon monster spell to summon a single creature to possess you, the casting time of the spell is reduced to a standard action.
Controlled Possession (Su): At 1st level, whenever you summon a creature, you have the option to have that creature manifest inside your body. When this happens, your are absorbed and replaced by the summoned creature. You are impervious to all effects. You have the normal degree of control over the creature, depending on how it was controlled or called. In effect, you now play the creature instead of your normal character. You can perceive what the creature perceives and can communicate telepathically with it. This telepathy transcends language barriers, but this only applies to communication between you and the creature. You can order the creature to speak, but only in languages it knows. When the effect ends or the creature is defeated, the creature disappears and you return to the world in the same space the creature occupied.
When you and a creature change places, any spells or effects transfer to the other, any beneficial and debilitating effects effects whoever is the active part, you or the creature. Creatures possessing you are considered legal target for any spells that could affect you, but you are not automatically a legal target for spells affecting a creature that has possessed you; if an effect that could not affect you would be transferred to you in this way, it ends instead. Gear goes with you when you are absorbed; the creature appears with whatever gear is in its description.
While absorbed, you can take no actions other than to cast spells on yourself, affect the creature possessing you as if touching it, and communicate with any summoned creatures under your control. You can use telepathy to communicate with others. No action you take in extradimensional space will trigger an attack of opportunity.
If the possession ends for some reason, such as if the creature is exorcised, this power immediately ends and you return from your extra-dimensional space. The summoned creature is immediately dismissed.
Possessed Summoning (Su): At 3rd level, you can summon creatures while absorbed; the summoned creature either replaces the one possessing you or is summoned normally.
Possession Trap (Su): At 9th level, when within 30 ft. of a creature with the ability to possess others, including one with an ongoing possession-type spell. Trying to use this ability on a creature incapable of possession automatically fails.
The target is allowed a Will saving trow (DC 10 + ½ the monster channeler's level + his Charisma modifier). If the saving throw succeeds, nothing happens. If the saving throw fails the creature possesses you as outlined in controlled possession. You cannot order the creature to become helpless or reduce it's defenses in any way.
Each round at the beginning of the monster channeler's turn while possessing you, a hostile creature must make another Will saving trow. If it fails, you are in control for this round and can control the creature's actions, acting on your turn. If the saving throw succeeds, the creature is in control and can chose to either end the possession or to act normally on its own turn later in the round. You can always use this ability on a creature possessing you, even in situations where you'd normally be incapable of taking any action.
Condition Selection (Ex): At 15th level, when moving to or from your extra-dimensional space, you can select which effects to transfer to or from yourself to the possessing creature. This allows you to get rid of unwanted effects while keeping enhancements.
Possessed Channeling (Su): At 20th level, you can perceive the surroundings and spells while in control of a creature possessing you. Spells you cast take effect in normal space just as if you were physically present to cast them. Your spellcasting cannot be interrupted and does not trigger attacks of opportunity.
Nature's Wrath Bloodline
Publisher Purple Duck Games.
You experienced some dramatic event when you were completely at the mercy of nature. Perhaps you grew up under the care of wild animals. This taught you about nature's wrath.
Nature's Wrath Bloodline Class Skills
Magic fang (3rd), call lightning (5th), greater magic fang (7th), call lightning storm (9th), fire snake APG (11th), tar pool UC (13th), control weather (15th), wall of lava APG (17th), tsunami APG (19th).
Nature's Wrath Bloodline Bonus Feats
Augment Summoning, Diehard, Empower Spell, Endurance, Reach Spell, Skill Focus (Intimidate), Spell Focus, Toughness, Widen Spell.
Nature's Wrath Bloodline Arcana
At 1st level, you can add any one level zero spell (orison) from the druid spell list to your list of spells known as a sorcerer spell of its druid spell level. You cannot pick spells of the conjuration (healing) subschool. You add a first level druid spell spell at level 3 and a spell one level higher every 2 levels thereafter. You cannot exchange these spells for other spells as you advance in level.
Nature's Wrath Bloodline Powers
Magic is as natural to you as the lightning bolt or the forest fire.
Animal Companion (Ex): At 1st level you gain an animal companion, like the one gained from the druid's nature bond with a druid level equal to your sorcerer level.
Nature's Sense (Ex): At 3rd level, you gain low-light vision.
Deliver Touch Spells (Su): At 9th level, your companion can deliver touch spells for you. If you and the companion are in contact at the time you cast a touch spell, you can designate the companion as the "toucher." The companion can then deliver the touch spell just as you would. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates.
Natural Wrath (Ex): At 15th level, you gain a +2 bonus on caster level checks to penetrate spell resistance.
Nature's Aloofness (Su): At 20th level, you and your animal companion ignore difficult terrain and wind effects and are immune to damage from spells you cast. You and your animal companion can stand in a fireball or wall of fire of your own making without harm.
The rakib sorcerer comes from a long line of proud warriors, druids, and sorcerers with a blood right to ride noble genie steeds. This is closely related to the rakib prestige archetype.
Publisher: Purple Duck Games.
Rakib Bloodline Class Skill
Rakib Bloodline Bonus Spells
Unseen servant (3rd), carry companion (5th), thaumaturgic circle (air, earth, fire, or water only) (7th), watchful animal (9th), geniekind (11th), planar binding (13th), limited wish (15th), greater planar binding (17th), heroic invocation (19th).
Rakib Bloodline Bonus Feats
Brisk Spell, Dazing Soell, Elemental Spell, Indomitable Mount, Mounted Combat, Mounted Shield, Skill Focus (Ride), Vast Spell.
Rakib Bloodline Arcana
Any spell you can cast that normally only affects creatures of a specific type of creature (like charm person) can affect animals of your mount's species and related species (normally horses and ponies). This does not apply to spells that only work on certain subtypes of creatures, in particular the extradimensional subtype.
Rakib Bloodline Powers
Genie Mount (Ex): At 1st level a rakib gains a horse as a loyal steed. This works as the genie rider's mount ability.
Genie's First Blessing At 3rd level, the rakib gains the genie rider's genie's blessing ability, as a 4th level genie rider. All abilities gained from genie's blessing function at the indicated level.
Genie's Second Blessing At 9th level, the rakib gains the genie rider's genie's blessing ability of an 8th level genie rider, gaining increased abilities and an additional blessing.
Genie's Third Blessing At 15th level, the rakib gains the genie rider's genie's blessing ability of a 12th level genie rider, gaining increased abilities and an additional blessing.
Genie's Fifth Blessing At 20th level, the rakib gains the genie rider's genie's blessing ability of a 20th level genie rider, gaining increased abilities and two additional blessings, for a total of five blessings.
The saher bloodline carries a birthright of lordship over genies, and to a lesser degree other outsiders. Though you are not a genie yourself, your name carries great respect with such creatures. This is closely related to the Davirat archetype.
Saher Bloodline Class Skill
Knowledge (Planes) (Int)
Saher Bloodline Bonus Spells
Mount (3rd), see invisible (5th), thaumaturgic circle (air, earth, fire, or water only) (7th), dismissal (9th), geniekind (11th), planar binding (13th), limited wish (15th), greater planar binding (17th), wish (19th).
Saher Bloodline Bonus Feats
Saher Bloodline Arcana
The saher can detect genies and the works of genies at will. This works like detect undead except that it detects genies or the lingering aura of places they have been or had an effect on. A saher can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is a genie or has been in contact with genies, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the saher does not detect genies in any other object or individual within range.
Saher Bloodline Powers
Wysp Familiar (Ex): At 1st level all saher can call upon elemental familiars, known as a wyspB5. Summoning a wysp is a 1-hour ritual and each saher can only have one wysp at a time. Unlike summoning familiars, the ritual to summon a wysp has no gold piece cost. If a wysp is slain or dismissed, a new one can immediately be summoned, but a saher must wait one week before summoning a wysp of the same type as one who has been lost. If several wysp are lost in quick succession, it is possible for the saher to run out of options and be forced to wait.
Wysp do not provide the Alertness feat or any skill bonuses to their masters like normal familiars do. Instead, while in in the same space as their master, wysps provide a +2 bonus on Charisma skills and checks (including planar binding) against genies tied to the same element as the wysp.
Spell-Fetch (Su) Once per day at 3rd level, while preparing spells, a saher can conjure a minor genie to find an unusual spell for him. The saher chooses one spell he does not know, and sends the genie to fetch magical energy matching that spell. The genie returns after 10 minutes and presents the saher with the matching spell energy.
For the next 24 hours he can cast the fetched spell as if it were a known spell.
The genie is incorporeal and has no other powers or abilities (it cannot be used to scout, send messages, and so on) and vanishes once it delivers the spell.
Casting a strange spell is more difficult. If the fetched spell is not on the sorcerer's spell list it is treated as 2 spell levels higher than normal.
Genie Prison (Sp): At level 9, sahers can use binding at will, but only against genies. Each attempt is a full-round action and the save DC is 10 + ½ the saher's class level + the saher's Charisma modifier. Note that this save DC is reduced for the more portable kinds of binding, as per the spell. A genie the saher attempts to bind automatically becomes hostile, but once bound its willingness to serve increases; add +4 to the saher's Charisma checks to negotiate with a bound genie. A genie prison also eliminates the genie's daily chance to escape inherent in a planar binding-type spell.
Using this power affects your standing among genies; for each genie of a particular element you have ever imprisoned this way, you suffer a -1 modifier on Charisma rolls to bind all other genies tied to that element. This modifier does not apply to negotiations with imprisoned genies, who are desperate for release and anyway cut off from the rumor mill. The count of bound genies can only be reset by the ruler of that element's genies.
Task Genie : At 15th level, when using a planar binding spell to compel the services of a genie, the service can be permanent. A genie in permanent service must always have an escape clause, but this can be something that never happens, like "when the sun sets in the east". Genies are very good at ferreting out situations where such impossible conditions come to pass, and enjoy this kind of challenge.
Genie Ruler Audience (Sp): At 20th level, a saher can seek and receive an audience with the rulers of jann, djinn, shaitan, marid, or efreet — truly a great honor. A saher can seek an audience once per day, whether the reason is great or small. The saher (and any companions) is whisked into the genie lord's presence as if by a gate spell, and returns to the same spot after the audience in the same way. It is possible to return under your own power, using the audience as a convenient escape from a dangerous situation.
Genie rulers can answer questions with a Knowledge (Planes) skill of +40, with a +10 bonus on questions about their elemental plane, and are glad to advise those who are seeking to deal with genies. They can issue rulings on the actions of other genies of their element, including issuing pardons for genie binding. If the saher reports a crime committed by a lesser genie, a genie ruler can summon that creature for immediate judgment, provided the lesser genie’s name or description is known. Genie rulers bargain about these favors, and might demand wealth or services in return, especially if the saher has a bad reputation.
Attacking a genie lord during an audience is extremely unwise. A genie rules is personally very powerful and surrounded by a court of guards, advisers, and hangers-on. In addition, no other genie ruler will ever give an audience to a miscreant that would use an audience as a prelude to an attack, and binding a genie of the attacked ruler's element kind can only ever succeeded against a genie in a genie prison.
Your birth was tied to magic or a magic item. Maybe your pregnant mother hid in a bag if holding or you were conceived under a ring of invisbility. You were born to search for ancient magical devices. The path of the savant brings mastery of the lore of glyphs and sigils, knowledge of exotic spells, and the power to unlock the full potential of magical devices.
This bloodline is a development of the Arcane savant prestige class from Pathfinder Chronicles Seekers of Secrets.
Savant Bloodline Class Skill
Savant Bloodline Bonus Spells
At level 3 and every 2 levels after level 3, the savant may select any one spell from any class’s spell list and thereafter treats it as if it were on the sorcerer spell list and on her list of known spells; if this is not a sorcerer spell, it is treated as 1 level higher. The spell’s becomes an arcane sorcerer spell for the savant. The final level of the spell must be such that she can cast it at the time she learns it.
Savant Bloodline Bonus Feats
Savant Bloodline Arcana
A savant adds 1/2 her class level (minimum 1) as a bonus on all Knowledge (arcana), Spellcraft, and Use Magic Device checks. She can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered.
Savant Bloodline Powers
Adept Activation: At 1st level a savant can always take 10 on Use Magic Device checks, except when activating an item blindly.
Glyph-Finding (Ex): At 3rd level, a savant can use Spellcraft to find writing-based magical traps (including glyphs, runes, sigils, and symbols) in the same way a rogue can use Perception to search for traps. The savant also receives a bonus equal to one-third her sorcerer level on saving throws against writing-based magical traps, and if the save is successful she does not trigger the trap. If she leaves the trap’s area and then re-enters, she must save again. A trap that has already been triggered functions normally against an Arcane savant, though she still receives this saving throw bonus.
Completion Master (Su): A 9th-level savant uses her own caster level instead of the item’s caster level when using a spell completion item (such as a scroll).
Analyze Dweomer (Sp): Starting at 15th level, a savant may use analyze dweomer for up to 1 round per level per day. She may use this ability in 1-round increments.
Silence Master (Su): A 20th-level savant is able to activate spell trigger, spell completion, and command word items silently, substituting a magical gesture for the necessary words. She may cast sorcerer spell as if she were using a silent metamagic rod three times per day. If she knows Silent Spell, she can use that on all sorcerer spells she casts with no increase in casting time or effective spell level.
Publisher Purple Duck Games.
You were conceived under magical transformation, or one of your ancestors was a shapeshifter. The instability is in your blood, and sometimes not even you are sure of your true form.
Shapeshifter Bloodline Class Skill
Knowledge (Nature) (Int)
Shapeshifter Bloodline Bonus Spells
Savage maw ARG (3rd), alter self (5th), beast shape I (7th), elemental body I (9th), polymorph (11th), form of the dragon I (13th), giant form I (15th), frightful aspect UC (17th), shapechange (19th).
Shapeshifter Bloodline Bonus Feats
Shapeshifter Bloodline Arcana
When you cast spells of the transformation (polymorph) subschool with a duration of 1 minute per level, that duration is increased to 10 minutes per level.
Shapeshifter Bloodline Powers
Skill Shift (Ex): At 1st level, when you are under the effect of a polymorph subschool spell and have assumed the form of a creature that gains a racial bonus to one or more skills, you gain that bonus.
No Hands: At level 3, while affected by a spell of the polymorph subschool, you can use Silent Spell and Still Spell without increasing the effective level of the spell. The casting time of such a spell is still affected normally. You do not need to know the feat to use this ability.
Endless Shapeshift (Ex): At 9th level you can opt to extend the duration of a polymorph subschool spell you are under indefinitely. You can resume your normal shape as a standard action as long as you have not lost track of your identity (see below). When the spell would normally end, and each day you remain in the form, make a Will save (DC 10 + spell level); on a failure you lose track of who you are and act as a typical creature of the form you have assumed. Your goals and allegiance remains, but you cannot cast spells in this state and cannot exit this state without help.
Language Shift (Ex): At 15th level when under the effect of a polymorph subschool spell you gain the ability to communicate with all other creatures of the same creature type as if you shared a language, and gain a +10 bonus on Charisma checks and Charisma-based skill checks when doing so.
Host of Shapes: (Su) At 20th level, you gain the shapeshifter subtype and can be under the effect of more than one spell of the polymorph subschool simultaneously. The effects of these spells do not stack, you only assume one form at the time. As a free action, you can change what shape you are assuming, using any one of the polymorph subschool spells currently on you. You can use this ability as long as you are under at least one such spell. You cannot use endless shapeshift (above) when under more than one simultaneous polymorph spell.
Sorcerer/Wizard Spell List Additions
purge evidence (lesser),
stall flight (lesser).
Conjuration: create tool, energy orb, ground mist, summon zero.
Divination: know direction, merciful insight.
Enhancement: honeyed words, mutual attraction.
Evocation: burst of flame, telekinetic projectile.
Illusion: color cantrip, neglect.
Necromancy: bleeding wound, blind spot.
Transmutation: alter race, crack, pushing ray.
protection from evil,
Divination: riddle resolver.
Necromancy: bone armor, rouse undead I.
Transmutation: armor, magic fang.
Conjuration: dimension door (lesser), glitterdust.
Enhancement: hideous laughter, stupefy spell.
Illusion: creature image, phantom armor, fey gold, mirror image, shadow armaments, shadow fighting, shadow wounds, unseen musician.
Necromancy: repulsiveness, rouse undead II.
Transmutation: deepockets, fool's gold, launch bullet, reproduction.
Conjuration: creeping mist.
Enhancement: forget, scapegoat.
Illusion: silence shadow creation, shadow fighting (mass).
Necromancy: feign death, poison, rouse undead III.
Transmutation: magic fang (greater), object shape I, transfer enchantment.
Divination: trial by fire
Enhancement: stun spell.
Illusion: shadow necromancy (lesser), shadow polymorph, shadow shape, spectral wounds.
Necromancy: rouse undead IV, speak with dead.
Transmutation: magic vestment, meld into stone, object shape II.
Conjuration: devil contract, shadow creation (greater), word of recall.
Enhancement: forget (mass).
Necromancy: rouse undead V, singing sword curse.
Transmutation: animate objects, object shape III.
Divination: true seeing, x-ray eyes.
Enhancement: modify memory, stun spell (mass).
Illusion: shadow necromancy, shadow polymorph (greater), shadow shape (greater), shadow heal/harm, zone of silence.
Necromancy: rouse undead VI.
Transmutation: control winds, mark of justice, object shape IV.
Necromancy: rouse undead IX.
- Sorcerer at www.d20pfsrd.com
- The Inner Power. A Guide To Sorcerers - Blasting with sorcery.
- A Quick Guide to Pathfinder Sorcerers by Dazaras
- A Minstrel's Take on God's Hot Sister - Quick and dirty sorcerer guide.
- Animate Dead
- Overcoming Arcane Spell Failure
- Polymorph Guide - Wild Shape Guide useful to all polymorphers.
- Polyharmony Guide - Futher polymoph guidance.
- Shadow Conjuration - Shadow Evocation
- Summoning guide
- Summon Monster
- Touch Spells, Spellstrike, and Spell Combat
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