Difference between revisions of "Sorcerer (Apath)"

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|}[[Category:Apath]]
 
|}[[Category:Apath]]
 
{{tocright|limit=2}}
 
{{tocright|limit=2}}
 
== Spells ==
 
 
=== Spell List Additions ===
 
{{ : Sor-Wiz Spell List Additions (Apath) }}
 
 
 
== Bloodlines ==
 
== Bloodlines ==
 
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.
 
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.
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=== Aether Bonus Spells ===
 
=== Aether Bonus Spells ===
[http://www.d20pfsrd.com/magic/all-spells/s/shield Shield] (3rd),
+
''[http://www.d20pfsrd.com/magic/all-spells/s/shield Shield]
[http://www.d20pfsrd.com/magic/all-spells/s/see-invisibility see invisible] (5th),
+
(3rd),
[http://www.d20pfsrd.com/magic/all-spells/d/diamond-spray diamond spray] (7th),
+
''[http://www.d20pfsrd.com/magic/all-spells/s/see-invisibility see invisible]
[http://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor dimensional anchor] (9th),
+
(5th),
[http://www.d20pfsrd.com/magic/all-spells/w/wall-of-force wall of force] (11th),
+
''[http://www.d20pfsrd.com/magic/all-spells/b/blink blink]
[http://www.d20pfsrd.com/magic/all-spells/m/mage-s-sword mage's sword] (as a 6th level sorcerer spell) (13th),
+
(7th),
[http://www.d20pfsrd.com/magic/all-spells/p/plane-shift plane shift] (15th),
+
''[http://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor dimensional anchor]
[http://www.d20pfsrd.com/magic/all-spells/e/etherealness etherealness] (as an 8th level sorcerer spell) (17th),
+
(9th),
[http://www.d20pfsrd.com/magic/all-spells/a/astral-projection astral projection] (19th).
+
''[http://www.d20pfsrd.com/magic/all-spells/w/wall-of-force wall of force]
 +
(11th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/m/mage-s-sword mage's sword]
 +
(as a 6th level sorcerer spell)
 +
(13th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/p/plane-shift plane shift]
 +
(15th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/a/astral-projection astral projection]
 +
(as an 8th level sorcerer spell)
 +
(17th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/e/etherealness etherealness]
 +
(19th).
  
 
=== Aether Bonus Feats ===
 
=== Aether Bonus Feats ===
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=== Aether Bloodline Arcana ===
 
=== 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. You need not guess in what square an unseen target is before attacking, but if the target actually is out of range or under total cover, your spell fails and is lost.
+
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 ===
 
=== Aether Bloodline Powers ===
 
Your bloodline expands your power into the astral and ethereal realms.
 
Your bloodline expands your power into the astral and ethereal realms.
  
''Force bolt (Sp):'' Starting at 1st level, you can fire an 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.
+
''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.
 
''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 increased by +1 and gains a +2 bonus on any attack roll made with it, as appropriate to each spell.  
+
''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 ''[http://www.d20pfsrd.com/magic/all-spells/t/true-seeing 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.  
 
''Pierce the Veil (Sp):'' At 15th level, an aether sorcerer can use ''[http://www.d20pfsrd.com/magic/all-spells/t/true-seeing 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. He 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 still function normally.
+
''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.
  
 
== Arcane Bloodline ==
 
== Arcane Bloodline ==
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=== Modified Arcane Bloodline Abilities ===
 
=== 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. At 20th level, this ability is replaced by arcane apotheosis.
+
''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.
 
''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.
  
== Adventuring Bloodline ==
+
== Animal Bloodline ==
''You come from a long line of adventurers, survivors of monster attacks and strange magical events. Like your forebears, you strive to survive by your own skill and wit, but the mystical events of the past have put an undeniable mark of power on you.''
+
'''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.''
  
This bloodline is not available through the Eldrich Heritage feat.
+
=== Animal Bloodline Class Skill ===
 +
Handle Animal (Cha).
  
=== Adventuring Bloodline Class Skills ===
+
=== Animal Bloodline Bonus Spells ===
''Acrobatics'' (Dex),
+
''[http://www.d20pfsrd.com/magic/all-spells/s/speak-with-animals Speak with animals]'' (3rd),  
Appraise (Int),
+
''[http://www.d20pfsrd.com/magic/all-spells/a/animal-aspect animal aspect]'' <sup><sup><sup>UC</sup></sup></sup> (5th),  
Bluff (Cha),
+
''[http://www.d20pfsrd.com/magic/all-spells/d/dominate-animal dominate animal]'' (7th)
Craft (Int),
+
''[http://www.d20pfsrd.com/magic/all-spells/b/beast-shape beast shape ii]'' (9th),  
''Diplomacy'' (Cha),
+
''[http://www.d20pfsrd.com/magic/all-spells/b/baleful-polymorph baleful polymorph]'' (11th),
''Disable Device'' (Int),
+
''[http://www.d20pfsrd.com/magic/all-spells/s/share-skin share skin]'' <sup><sup><sup>BotM</sup></sup></sup> (13th),
''Disguise'' (Cha),
+
''[http://www.d20pfsrd.com/magic/all-spells/a/animal-shapes animal shapes]'' (15th),
''Escape Artist'' (Dex),
+
''[http://www.d20pfsrd.com/magic/all-spells/a/atavism mass atavism]'' <sup><sup><sup>UM</sup></sup></sup> (17th),
Fly (Dex),
+
''[http://www.d20pfsrd.com/magic/all-spells/f/foresight foresight]'' (19th).
''Forgery'' (Int),
 
''Handle Animal'' (Cha),
 
Intimidate (Cha),
 
''Knowledge (any)'' (Int),
 
''Linguistics'' (Int),
 
''Perception'' (Wis),
 
''Perform'' (Cha),
 
Profession (Wis),
 
''Sense Motive'' (Wis),
 
''Sleight of Hand'' (Dex),
 
Spellcraft (Int),
 
''Stealth'' (Dex),
 
''Survival'' (Wis), and
 
Use Magic Device (Cha).
 
  
Skills in ''italics'' are new class skills to this bloodline.
+
=== Animal Bloodline Bonus Feats ===
 +
[http://www.d20pfsrd.com/feats/general-feats/alertness---final Alertness],
 +
[http://www.d20pfsrd.com/feats/general-feats/animal-ally Animal Ally] <sup><sup><sup>F&P</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/general-feats/boon-companion Boon Companion] <sup><sup><sup>AA</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/item-creation-feats/inscribe-magical-tattoo-item-creation Craft Magic Tattoo] <sup><sup><sup>ISM</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/general-feats/fleet---final Fleet],
 +
[http://www.d20pfsrd.com/feats/general-feats/friend-to-animals Friend To Animals] <sup><sup><sup>F&P</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/merciful-spell-metamagic Merciful Spell],
 +
[http://www.d20pfsrd.com/feats/general-feats/nature-soul Nature Soul] <sup><sup><sup>F&P</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/vast-spell-metamagic Vast Spell] <sup><sup><sup>MaTT</sup></sup></sup>.
  
'''Skill Points at each level''': 6 + Int modifier.
+
=== Animal Bloodline Arcana ===
 +
When you cast a ''[http://www.d20pfsrd.com/magic/all-spells/s/summon-monster summon monster]'' spell to summon one or more animals, it has a casting time of a standard action.
  
=== Adventuring Bloodline Bonus Spells ===
+
=== Animal Bloodline Powers ===
[http://www.d20pfsrd.com/magic/all-spells/m/mage-armor Mage armor] (3rd),  
+
''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.
[http://www.d20pfsrd.com/magic/all-spells/f/find-traps find traps] (as a 2nd level sorcerer spell) (5th),
 
[http://www.d20pfsrd.com/magic/all-spells/h/haste haste] (7th),
 
[http://www.d20pfsrd.com/magic/all-spells/a/arcane-eye arcane eye] (9th),
 
[http://www.d20pfsrd.com/magic/all-spells/t/telepathic-bond telepathic bond] (11th),
 
[http://www.d20pfsrd.com/magic/all-spells/g/getaway getaway] (13th),
 
[http://www.d20pfsrd.com/magic/all-spells/m/mage-s-magnificent-mansion mage's magnificent mansion] (15th),
 
[http://www.d20pfsrd.com/magic/all-spells/b/binding binding] (17th),
 
[http://www.d20pfsrd.com/magic/all-spells/f/freedom freedom] (19th).
 
  
=== Adventuring Bloodline Bonus Feats ===
+
''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. 
Adventurer bloodline sorcerers have no bloodline feats, gaining more class skills instead.
 
  
=== Adventuring Bloodline Arcana ===
+
''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.
Adventurer bloodline sorcerers have no bloodline arcana, gaining more class skills instead.
 
  
=== Adventuring Bloodline Powers ===
+
''Animal Hide (Ex):'' At 15th level, you gain a +2 unnamed bonus to natural armor. You also gain scent.
Adventurer bloodline sorcerers have no bloodline powers, gaining more class skills instead.
+
 
 +
''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.
  
 
== Artifice Bloodline ==
 
== Artifice Bloodline ==
''Your powers derive from your understanding of the world, physics, and mechanisms. You might have some gnome blood, come from a long line of engineers, or traps played an important part in the fate of you or your family.''
+
'''Publisher:
 +
Purple Duck games
  
This bloodline is not available through the Eldrich Heritage feat.  
+
''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 ===
 
=== Artifice Class Skills ===
Appraise (Int),
+
Disable Device (Dex)
Bluff (Cha),
 
Craft (Int),
 
''Disable Device'' (Int),
 
''Escape Artist'' (Dex),
 
Fly (Dex),
 
Intimidate (Cha),
 
Knowledge (arcana) (Int),
 
''Knowledge (engineering)'' (Int),
 
''Linguistics'' (Int),
 
Profession (Wis),
 
''Sleight of Hand'' (Dex),
 
Spellcraft (Int),
 
Use Magic Device (Cha).
 
 
 
Skills in ''italics'' are added to the artificer's list of class skills. Artifice sorcerers gain 4 skill points per level.
 
  
 
=== Artifice Bonus Spells ===
 
=== Artifice Bonus Spells ===
[http://www.d20pfsrd.com/magic/all-spells/g/gravity-bow Gravity bow] (3rd),
+
''[http://www.d20pfsrd.com/magic/all-spells/c/crafter-s-fortune Crafter's fortune]'' (3rd),
[http://www.d20pfsrd.com/magic/all-spells/a/acid-arrow acid arrow] (5th),
+
''[http://www.d20pfsrd.com/magic/all-spells/m/make-whole Make whole]'' (5th),
[http://www.d20pfsrd.com/magic/all-spells/r/rusting-grasp rusting grasp] (as a 3rd level Sorcerer spell) (7th),
+
''[http://www.d20pfsrd.com/magic/all-spells/r/rusting-grasp rusting grasp]'' (7th),
[http://www.d20pfsrd.com/magic/all-spells/n/named-bullet named bullet] (9th),
+
''[http://www.d20pfsrd.com/magic/all-spells/n/named-bullet named bullet]'' <sup><sup><sup>UC</sup></sup></sup> (9th),
[http://www.d20pfsrd.com/magic/all-spells/a/animate-objects animate object] (as a 5th level sorcerer spell) (11th),
+
''[http://www.d20pfsrd.com/magic/all-spells/a/animate-objects animate object]'' (11th),
[http://www.d20pfsrd.com/magic/all-spells/m/major-creation major creation] (13th),
+
''[http://www.d20pfsrd.com/magic/all-spells/l/leashed-shackles leashed shackles]''  <sup><sup><sup>UM</sup></sup></sup>(13th),
[http://www.d20pfsrd.com/magic/all-spells/s/simulacrum simulacrum] (15th),
+
''[http://www.d20pfsrd.com/magic/all-spells/g/grasping-hand grasping hand]'' (15th),
[http://www.d20pfsrd.com/magic/all-spells/i/iron-body iron body] (17th),
+
''[http://www.d20pfsrd.com/magic/all-spells/i/iron-body iron body]'' (17th),
[http://www.d20pfsrd.com/magic/all-spells/w/wooden-phalanx wooden phalanx] (19th).
+
''[http://www.d20pfsrd.com/magic/all-spells/w/wooden-phalanx wooden phalanx]''  <sup><sup><sup>UM</sup></sup></sup> (19th).
  
 
=== Artifice Bonus Feats ===
 
=== Artifice Bonus Feats ===
None. An artifice sorcerer does not gain any bloodline feats.
+
[http://www.d20pfsrd.com/feats/combat-feats/arcane-armor-mastery-combat Arcane Armor Mastery],
 +
[http://www.d20pfsrd.com/feats/combat-feats/arcane-armor-training-combat Arcane Armor Training],
 +
[http://www.d20pfsrd.com/feats/combat-feats/armor-proficiency-light Armor Proficiency (light)],
 +
[http://www.d20pfsrd.com/feats/combat-feats/armor-proficiency-medium Armor Proficiency (medium)],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/bouncing-spell-metamagic Bouncing Spell] <sup><sup><sup>APG</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/general-feats/combat-casting---final Combat Casting],
 +
[http://www.d20pfsrd.com/feats/item-creation-feats/craft-construct-item-creation Craft Construct] <sup><sup><sup>B1</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/item-creation-feats/craft-magic-arms-and-armor-item-creation---final Craft Magic Arms & Armor],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/lingering-spell-metamagic Lingering Spell] <sup><sup><sup>APG</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/combat-feats/master-siege-engineer-combat Master Siege Engineer] <sup><sup><sup>UC</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/combat-feats/siege-engineer-combat Siege Engineer] <sup><sup><sup>UC</sup></sup></sup>.
  
 
=== Artifice Bloodline Arcana ===
 
=== Artifice Bloodline Arcana ===
The two extra skill points per level noted under class skills replaces the artifice sorcerer's 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 ===
 
=== Artifice Bloodline Powers ===
 
Your bloodline is tied to skill more than power, enabling you to work magic with traps, locks, and devices.
 
Your bloodline is tied to skill more than power, enabling you to work magic with traps, locks, and devices.
  
''Trapfinding (Su):'' 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.
+
''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 [http://www.d20pfsrd.com/classes/core-classes/wizard/familiar familiar], with the base creature being a [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object/animated-object-tiny tiny] [http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object 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.  
  
''Telekinetic Tinkering (Sp):'' At 3rd level, an artifice sorcerer can use the Disable Device skill at close range (25 ft. + 5 ft./2 levels), substituting tools with telekinesis. This ability can also be used with an immediate action to set off any known trap within range. Against a trap that the artifice sorcerer has set herself or bypassed using Disable Device, this is automatic. Against a trap which is known but not bypassed, including one the artifice sorcerer has disabled herself, it requires a Disable Device check against the disarm difficulty of the trap.
+
'' Trap (Su):'' At 9th level, an artifice sorcerer learns how to create a [http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper/ranger-traps#TOC-Snare-Trap-Ex-or-Su- snare trap] <sup><sup><sup>UM</sup></sup></sup> and one other [http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper/ranger-traps  ranger trap] <sup><sup><sup>UM</sup></sup></sup> of her choice. All artificer sorcerer traps are magical [http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper/ranger-traps  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.
  
''Trap Sense (Su):'' At 9th level, an artifice sorcerer gains an magical sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the artifice sorcerer reaches 12th level, to +3 when she reaches 15th level, and to +4 at 18th level. Trap sense bonuses gained from multiple classes stack.  
+
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.
  
''Trap Mastery (Su):'' At 15th level the artifice sorcerer always succeeds at saving throws against the effects of traps. Traps that do not allow saving throws but cause hit point or attribute damage only inflict half damage to the artifice sorcerer.
+
At 15th level, all ranger traps set by the artifice sorcerer do double damage.
  
''Immune to Traps (Su):'' At 20th level, an artifice sorcerer never triggers traps-it is as if she did not exist as far as the trap is concerned. When she normally would, she can instead make a Perception check to notice the trap. She can still deliberately trigger a trap. She gains an SR of 11 + sorcerer level against the effects of magical traps triggered deliberately or by others.
+
'' Remote Trap (Su):''  
 +
At 15th level, an artifice sorcerer can set a [http://www.d20pfsrd.com/classes/core-classes/ranger/archetypes/paizo---ranger-archetypes/trapper/ranger-traps 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.
 +
 
 +
== Decay Bloodline ==
 +
'''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 ===
 +
Heal (Wis)
 +
 
 +
=== Decay Bloodline Bonus Spells ===
 +
''[http://www.d20pfsrd.com/magic/all-spells/a/adhesive-spittle Adhesive spittle]  <sup><sup><sup>ACG</sup></sup></sup> (3rd),
 +
''[http://www.d20pfsrd.com/magic/all-spells/a/acid-arrow acid arrow] (5th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/n/nauseating-trail nauseating trail] <sup><sup><sup>ACG</sup></sup></sup> (7th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/t/touch-of-slime touch of slime] <sup><sup><sup>UM</sup></sup></sup> (9th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/e/echolocation echolocation] <sup><sup><sup>UM</sup></sup></sup> (11th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/c/conjure-black-pudding conjure black pudding]  <sup><sup><sup>UM</sup></sup></sup> (13th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/c/caustic-eruption caustic eruption] <sup><sup><sup>UM</sup></sup></sup> (15th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/h/horrid-wilting horrid wilting] (17th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/t/transmute-blood-to-acid transmute blood to acid] <sup><sup><sup>UM</sup></sup></sup> (19th).
 +
 
 +
=== Decay Bloodline Bonus Feats ===
 +
[http://www.d20pfsrd.com/feats/item-creation-feats/brew-potion-item-creation---final Brew Potion],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/contagious-spell-metamagic Contagious Spell] <sup><sup><sup>HA</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/general-feats/diehard---final Diehard],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/disruptive-spell-metamagic Disruptive Spell] <sup><sup><sup>APG</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/echoing-spell-metamagic Echoing Spell] <sup><sup><sup>UM</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/general-feats/endurance---final Endurance] ,
 +
[http://www.d20pfsrd.com/feats/general-feats/fast-healer Fast Healer] <sup><sup><sup>APG</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/lingering-spell-metamagic Lingering Spell] <sup><sup><sup>APG</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/widen-spell-metamagic---final Widen Spell].
 +
 
 +
=== 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 ''[http://www.d20pfsrd.com/magic/all-spells/p/plant-shape-i plant shape II]'' (su) at will as a swift action to assume the shape of a [http://www.d20pfsrd.com/bestiary/monster-listings/plants/shambling-mound shambling mound]. You can speak and cast spells with verbal and somatic components in this form.
  
 
== Divine Bloodline ==
 
== Divine Bloodline ==
''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.''
+
'''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 ===
 
=== Divine Bloodline Class Skill ===
Line 183: Line 229:
 
=== Divine Bloodline Bonus Feats ===
 
=== Divine Bloodline Bonus Feats ===
 
Alignment Channel,
 
Alignment Channel,
 +
[http://www.d20pfsrd.com/feats/combat-feats/channel-smite-combat Channel Smite],
 
Command Undead,
 
Command Undead,
Concussive spell,
+
Concussive spell <sup><sup><sup>UM</sup></sup></sup>,
Consecrated Spell,
+
Dazing Spell <sup><sup><sup>APG</sup></sup></sup>,
Dazing Spell,
+
Ectoplasmic Spell <sup><sup><sup>APG</sup></sup></sup>,
Ectoplasmic Spell,
+
Fearsome Spell <sup><sup><sup>OA</sup></sup></sup>,
 
Martial Weapon Proficiency,
 
Martial Weapon Proficiency,
 
Turn Undead.
 
Turn Undead.
 +
 +
Note that channel Smite works with melee touch attacks  granted by spells.
  
 
=== Divine Bloodline Arcana ===
 
=== Divine Bloodline Arcana ===
Pick one domain among those available to clerics. 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.
+
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 only choose an alignment domain if you share that alignment. If you later change your alignment so that you no longer qualify, you may then select another alignment domain.
+
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.
  
You can pick a domain among [http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid-archetypes/animal-and-terrain-domains animal and terrain domains], but of you do so your powers derive from nature and you have to role-play this out.
+
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 Powers ===
''Channeling Touch (Su):'' 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.
+
''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.
 +
 
 +
== Feather Bloodline ==
 +
'''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 ===
 +
Perception (Wis)
 +
 
 +
=== Feather Bloodline Bonus Spells ===
 +
''[http://www.d20pfsrd.com/magic/all-spells/h/heightened-awareness/ Heightened awareness]'' (3rd),
 +
''[http://www.d20pfsrd.com/magic/all-spells/e/eagle-eye/ eagle eye]''
 +
(5th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/f/fly/ fly]'' (7th)
 +
''[http://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement/ freedom of movement]'' (9th)
 +
''[http://www.d20pfsrd.com/magic/all-spells/p/phantom-limb/ phantom limb]'' (phantom wings only) (11th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/t/true-seeing/ true seeing]''
 +
(13th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/f/fly-mass/ fly (mass)]'' (15th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/m/moment-of-prescience/ moment of prescience]''
 +
(17th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/f/freedom/ freedom]'' (19th).
 +
 
 +
=== Feather Bloodline Bonus Feats ===
 +
[http://www.d20pfsrd.com/feats/general-feats/alertness---final Alertness],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/brisk-spell-metamagic/ Brisk Spell],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/dazing-spell-metamagic/ Dazing Spell],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/enlarge-spell-metamagic-final/ Enlarge Spell],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/flaring-spell-metamagic/ Flaring Spell],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/intensified-spell-metamagic/ Intensified Spell],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/maximize-spell-metamagic-final/ Maximized Spell],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/persistent-spell-metamagic/ Persistent Spell],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/toppling-spell-metamagic/ Toppling Spell],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/vast-spell-metamagic/ Vast Spell]
 +
.
  
A good divine bloodline sorcerer channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil divine bloodline sorcerer channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral divine bloodline sorcerer must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed unless you change alignment. Unlike the cleric’s channel energy ability, this only affects a single touched target, but there is no saving throw.
+
=== 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).
  
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.
+
=== 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 ''[http://www.d20pfsrd.com/magic/all-spells/p/phantom-limb/ 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:
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/brisk-spell-metamagic/ Brisk Spell],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/enlarge-spell-metamagic-final/ Enlarge Spell],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/flaring-spell-metamagic/ Flaring Spell],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/intensified-spell-metamagic/ Intensified Spell],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/toppling-spell-metamagic/ Toppling Spell],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/vast-spell-metamagic/ 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.
 +
 
 +
== Giant Bloodline ==
 +
'''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 ===
 +
'' [http://www.d20pfsrd.com/magic/all-spells/e/enlarge-person Enlarge person] '' <sup><sup><sup>APG</sup></sup></sup> (3rd),  
 +
'' [http://www.d20pfsrd.com/magic/all-spells/b/bull-s-strength bull's strenth] ''  <sup><sup><sup>APG</sup></sup></sup> (5th),
 +
'' [http://www.d20pfsrd.com/magic/all-spells/h/hold-person hold person] '' (7th),
 +
'' [http://www.d20pfsrd.com/magic/all-spells/e/enlarge-person enlarge person (mass)] '' (9th),
 +
'' [http://www.d20pfsrd.com/magic/all-spells/c/charm-person charm person (mass)] '' (11th),
 +
'' [http://www.d20pfsrd.com/magic/all-spells/g/giant-form-i giant form I] '' (13th),
 +
'' [http://www.d20pfsrd.com/magic/all-spells/h/hold-person hold person (mass)] '' (15th),
 +
'' [http://www.d20pfsrd.com/magic/all-spells/g/giant-form-i giant form II] '' (17th),
 +
'' [http://www.d20pfsrd.com/magic/all-spells/c/clashing-rocks clashing rocks] ''  <sup><sup><sup>APG</sup></sup></sup> (19th).
 +
 
 +
=== Giant Bloodline Bonus Feats ===
 +
[http://www.d20pfsrd.com/feats/general-feats/combat-casting---final Combat Casting],
 +
[http://www.d20pfsrd.com/feats/general-feats/diehard---final Diehard],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/elemental-spell-metamagic Elemental Spell] <sup><sup><sup>APG</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/enlarge-spell-metamagic---final Enlarge Spell],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/fearsome-spell-metamagic Fearsome Spell] <sup><sup><sup>OA</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/heighten-spell-metamagic---final Heighten Spell],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/intensified-spell-metamagic Intensified Spell] <sup><sup><sup>APG</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/reach-spell-metamagic Reach Spell] <sup><sup><sup>APG</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/vast-spell-metamagic Vast Spell] <sup><sup><sup>MaTT</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/widen-spell-metamagic---final Widden Spell].
 +
 
 +
=== 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: ''[http://www.d20pfsrd.com/magic/all-spells/f/fog-cloud fog cloud]'' (sp) and ''[http://www.d20pfsrd.com/magic/all-spells/l/levitate 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 ''[http://www.d20pfsrd.com/magic/all-spells/f/freedom-of-movement freedom of movement]'' (sp) and can breathe water (su).
 +
 
 +
'' Giant Apotheosis (Sp): '' At 20th level, you can use ''[http://www.d20pfsrd.com/magic/all-spells/f/frightful-aspect frightful aspect]'' <sup><sup><sup>UC</sup></sup></sup> (sp) at will. If you are under a polymorph effect other than ''[http://www.d20pfsrd.com/magic/all-spells/f/frightful-aspect frightful aspect]'', you can use this ability to get the benefit of the DR, SR, and frightful aura of ''[http://www.d20pfsrd.com/magic/all-spells/f/frightful-aspect frightful aspect]''.
 +
 
 +
== Insect Bloodline ==
 +
'''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 ===
 +
''[http://www.d20pfsrd.com/magic/all-spells/a/ant-haul Ant haul]'' <sup><sup><sup>APG</sup></sup></sup> (3rd),
 +
''[http://www.d20pfsrd.com/magic/all-spells/b/barkskin barkskin]'' (5th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/g/giant-vermin giant vermin]''  <sup><sup><sup>UM</sup></sup></sup> (7th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/v/vermin-shape-i vermin shape I]'' (9th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/i/insect-plague insect plague]'' (11th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/s/swarm-skin swarm skin]''  <sup><sup><sup>APG</sup></sup></sup> (13th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/c/creeping-doom creeping doom]'' (15th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/p/prying-eyes prying eyes (greater)]'' (eyes look like insects) (17th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/s/summon-elder-worm summon elder worm]''  <sup><sup><sup>UM</sup></sup></sup> (19th).
 +
 
 +
=== Insect Bloodline Bonus Feats ===
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/brisk-spell-metamagic Brisk Spell] <sup><sup><sup>MaTT</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/contagious-spell-metamagic Contagious Spell] <sup><sup><sup>HA</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/general-feats/diehard---final Diehard] <sup><sup><sup>APG</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/disruptive-spell-metamagic Disruptive Spell],
 +
[http://www.d20pfsrd.com/feats/general-feats/endurance---final Endurance],
 +
[http://www.d20pfsrd.com/feats/general-feats/fast-healer Fast Healer] <sup><sup><sup>APG</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/sickening-spell-metamagic Sickening Spell] <sup><sup><sup>APG</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/toxic-spell-metamagic Toxic Spell] <sup><sup><sup>DTT</sup></sup></sup>.
 +
 
 +
=== Insect Bloodline Arcana ===
 +
Your mind-affecting spells can affect vermin, overcoming these creatures' normal immunity to mind-affecting spells.
  
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 thow DC of 10 + ½ your sorcerer level + your Charisma modifier.
+
=== 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.
  
''Divine Spell Gift:'' At 3rd level, and every two levels after, you can add one cleric spell 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 be of an alignment opposite to your own.
+
'' 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 [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Trip-Ex- trip] monster ability when using them.
  
''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 your bloodline arcana.
+
''Implacable (Ex):  
 +
At 9th level, you gain a +4 bonus on saving throws made against mind-affecting effects.  
  
''Quickened Channeling Touch (Su):'' At 15th level, you can use your channeling touch bloodline power as a swift action.
+
''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.  
  
''Apotheosis (Su):'' At 20th level, you are imbued with divine essence. Your type changes to outsider (native) and you get to choose [https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/outsiders a subtype of outsider] appropriate to your alignment, gaining the abilities typical of all creatures of this subtype. The type of outsider selected must be approved by the [[GM]].
+
''Insect Queen (Ex):  
 +
At 20th level, you become immune to mind-affecting effects and gain fly 60 ft. (perfect).
  
 
== Mount Bloodline ==
 
== Mount Bloodline ==
''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 learn this kind of power the hard way.''
+
''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 ===
 
=== Mount Class Skill ===
Line 222: Line 431:
  
 
=== Mount Bonus Spells ===
 
=== Mount Bonus Spells ===
[http://www.d20pfsrd.com/magic/all-spells/s/summon-monster 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)].
+
''[http://www.d20pfsrd.com/magic/all-spells/s/summon-monster Summon monster I]
 +
(3rd),
 +
''[http://www.d20pfsrd.com/magic/all-spells/s/summon-monster summon monster II]
 +
(5th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/s/summon-monster summon monster III]
 +
(7th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/s/summon-monster summon monster IV]
 +
(9th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/s/summon-monster summon monster V]
 +
(11th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/s/summon-monster summon monster VI]
 +
(13th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/s/summon-monster summon monster VII]
 +
(15th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/s/summon-monster summon monster VIII]
 +
(17th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/s/summon-monster summon monster IX]
 +
(19th).
  
 
=== Mount Bonus Feats ===
 
=== Mount Bonus Feats ===
Line 238: Line 464:
  
 
=== Mount Powers ===
 
=== Mount Powers ===
''Controlled Possession (Su):'' At 1st level, whenever you summon a creature, you have the option to have that creature manifest inside your body. This applies to all creatures called trough spells or spell-like abilities. When this happens, your body is displaced into an extra-dimensional space, and replaced with the summoned or called creature. While in this extra-dimensional space, 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 possessing 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.
+
''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 the effect ends or the creature is defeated, the creature disappears and you return to the world in the same space the creature occupied.  
  
You and the creature do not necessarily have the same space, and sometimes you may have different movement modes that would prevent you from occupying the same space as the other when you change spaces. In every case, you are moved as little as possible, resolving conflicts in the following order.
+
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.  
# If you can legally stand in the same or adjacent spaces, you do so.
 
# If you can squeeze and remain in the same space, you do so.
 
# If you cannot squeeze and remain in place, you are displaced to the nearest point where you do not have to squeeze to stand, along a normal line of effect. You can move trough the space of other creatures to do this, and the movement does not trigger attacks of opportunity.
 
# If there is no space you can move that you have line of effect to, you are displaced to the nearest space you can occupy, disregarding line of effect, simply teleporting into a legal position. This teleportation cannot be prevented by effects that normally inhibit movement or teleportation, but you are dazed one round after such a teleport.
 
 
 
When you and a creature change places, any spells or effects transfer to the one outside the extra-dimensional space. This means that 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 into the extra-dimensional space; the creature appears with whatever gear is in its description instead.
 
 
 
While in the extra-dimensional space, 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. If you have some way to communicate across dimensional boundaries, you can use that means to communicate with others than your controlled creature. 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. A summoned creature is immediately dismissed, while a called creature is affected normally depending on the power that forced it out of your body.
+
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.
  
''Possessed Summoning (Su):'' At 3rd level, you can summon creatures while in your extradimensional space; the summoned creature either replaces the one possessing you or is summoned normally. When you spend a full round casing a summon spell in this way and have the summoned creatures act after you in the following round, they pass through your extradimensional space, where you can affect them with spells or other abilities.
+
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.
  
''Possession Trap (Su):'' At 9th level, when you are in the presence of a creature that can possess others, whether it is currently possessing another creature or not, you can force that creature to possess your body as a standard action. You cannot use this ability when you are in your extra-dimensional space, but if successful you are moved there. The creature must be within 30 ft. and is allowed a Will saving trow (DC 10 + ½ your sorcerer level + your Charisma modifier). If the saving throw fails the creature possesses you as outline in Controlled Possession, and you can control its actions. If the saving throw succeeds, the creature has the option to ignore you or to possess you normally, with the creature in control for one round.  
+
''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.
  
Each round while possessing you, a creature with possession powers must make the above Will saving trow. If it fails, you are in control for this round and can move to your extra-dimensional space if you are not already there. If the saving throw succeeds, the creature is in control. If you are in your extra-dimensional space the creature can act normally or even choose to end the possession. If you are physically present to be possessed, the creature controls your body in the usual manner.
+
''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.
  
You can also use this on a creature called with a ''planar binding'' spell. Such a creature always possesses you, and you and the creature can fight for control just like you and a creature capable of possession would. You can bargain with the creature while this battle for control lasts, and in rounds when you have control, you also have a +4 bonus on Charisma rolls to establish a deal.  
+
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.
  
Trying to use this ability on a creature incapable of possession automatically fails.
+
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.  
 
''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 cast spells while in control of a creature possessing you, and those spells take effect in normal space just as if you were physically present to cast them. Your spellcasting still cannot be interrupted.
+
''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 ==
 
== Nature's Wrath Bloodline ==
''You experienced some dramatic event, when you were completely at the mercy of nature but survived. Perhaps you grew up under the care of wild animals. This taught you about nature's wrath.''
+
'''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 ===
 
=== Nature's Wrath Bloodline Class Skills ===
Handle Animal (Cha) and Survival (Wis).
+
Survival (Wis).
  
 
=== Bonus Spells ===
 
=== Bonus Spells ===
[http://www.d20pfsrd.com/magic/all-spells/m/magic-fang Magic fang] (as a 1st level sorcerer spell) (3rd),  
+
'' [http://www.d20pfsrd.com/magic/all-spells/m/magic-fang Magic fang]'' (3rd),  
[http://www.d20pfsrd.com/magic/all-spells/c/call-lightning call Lightning] (as a 2nd level sorcerer spell) (5th),  
+
'' [http://www.d20pfsrd.com/magic/all-spells/c/call-lightning call lightning]'' (5th),  
[http://www.d20pfsrd.com/magic/all-spells/m/magic-fang greater magic fang] (as a 3rd level sorcerer spell) (7th),  
+
'' [http://www.d20pfsrd.com/magic/all-spells/m/magic-fang greater magic fang]'' (7th),  
[http://www.d20pfsrd.com/magic/all-spells/c/call-lightning call lightning storm] (as a 4th level sorcerer spell) (9th), [http://www.d20pfsrd.com/magic/all-spells/f/fire-snake fire snake] (11th),  
+
'' [http://www.d20pfsrd.com/magic/all-spells/c/call-lightning call lightning storm]'' (9th),  
[http://www.d20pfsrd.com/magic/all-spells/t/tar-pool tar pool] (13th),  
+
'' [http://www.d20pfsrd.com/magic/all-spells/f/fire-snake fire snake]''  <sup><sup><sup>APG</sup></sup></sup> (11th),  
[http://www.d20pfsrd.com/magic/all-spells/c/control-weather control weather] (15th),  
+
'' [http://www.d20pfsrd.com/magic/all-spells/t/tar-pool tar pool]''  <sup><sup><sup>UC</sup></sup></sup> (13th),  
[http://www.d20pfsrd.com/magic/all-spells/w/wall-of-lava wall of lava] (17th),  
+
'' [http://www.d20pfsrd.com/magic/all-spells/c/control-weather control weather]'' (15th),  
[http://www.d20pfsrd.com/magic/all-spells/t/tsunami tsunami] (19th).
+
'' [http://www.d20pfsrd.com/magic/all-spells/w/wall-of-lava wall of lava]''  <sup><sup><sup>APG</sup></sup></sup> (17th),  
 +
'' [http://www.d20pfsrd.com/magic/all-spells/t/tsunami tsunami]''  <sup><sup><sup>APG</sup></sup></sup> (19th).
  
 
=== Nature's Wrath Bloodline Bonus Feats ===
 
=== Nature's Wrath Bloodline Bonus Feats ===
Augment Summoning, Diehard, Empower Spell, Endurance, Reach Spell, Skill Focus (Intimidate), Toughness, Widen Spell.
+
Augment Summoning, Diehard, Empower Spell, Endurance, Reach Spell, Skill Focus (Intimidate), Spell Focus, Toughness, Widen Spell.
  
 
=== Nature's Wrath Bloodline Arcana ===
 
=== Nature's Wrath Bloodline Arcana ===
Add ''summon nature's ally I'' to ''IX'' to your spell list as sorcerer spells of their druid spell level. You do not automatically know these spells, they are just added to your spell list but must be learned like any other sorcerer spell. You also gain low-light vision.
+
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 ===
 
=== Nature's Wrath Bloodline Powers ===
Magic is as natural to you as the lightning bolt or the forest fire, and you also have an affinity for animals - as hunting partners and as prey.
+
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.
  
''Companion Bond (Ex):'' At 1st level, you gain an animal companion, like the one gained from the druid's nature bond of a druid equal to your sorcerer level. Your sorcerer levels stack with any druid levels you possess when determining the powers of your animal companion. You cannot choose to pick a domain instead of an animal companion.
+
''Nature's Sense (Ex):'' At 3rd level, you gain low-light vision.  
  
''Primal Power (Ex):'' At 3rd level, you can add any one spell from the druid spell list to your list of spells known as a sorcerer spell of its druid spell level. This spell must be of a level that you are capable of casting, and you cannot pick spells of the healing subtype. You can also add one additional spell at 7th, 11th, 15th level and 19th level.
+
''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.
  
''Nature's Aloftness (Su):'' At 9th level, you and your animal companion are immune to damage from your own spells. You and your animal companion can stand in a ''firball'' or ''wall of fire'' of your own making without harm.  
+
''Natural Wrath (Ex):'' At 15th level, you gain a +2 bonus on caster level checks to penetrate spell resistance.
  
''Natural Wrath (Ex):'' At 15th level, your powers become even more a part of nature. You gain a +4 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.
  
''Untouchable by Nature (Su):'' At 20th level, you and your animal companion gain resistance 20 to electricity, fire, and cold. Any spell you cast doing damage of these types do an additional point of damage per die. You ignore difficult terrain and wind effects.
+
== Rakib Bloodline ==
 +
''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 [[Genie_Rider_(Apath)|rakib]] prestige archetype.
 +
 
 +
'''Publisher:
 +
Purple Duck Games.
 +
 
 +
=== Rakib Bloodline Class Skill ===
 +
Ride (Dex).
 +
 
 +
=== Rakib Bloodline Bonus Spells ===
 +
[http://www.d20pfsrd.com/magic/all-spells/u/unseen-servant Unseen servant] (3rd),
 +
[http://www.d20pfsrd.com/magic/all-spells/c/carry-companion carry companion] (5th),
 +
[http://www.d20pfsrd.com/magic/all-spells/t/thaumaturgic-circle/ thaumaturgic circle (air, earth, fire, or water only)] (7th),
 +
[http://www.d20pfsrd.com/magic/all-spells/w/watchful-animal watchful animal] (9th),
 +
[http://www.d20pfsrd.com/magic/all-spells/g/geniekind geniekind] (11th),
 +
[http://www.d20pfsrd.com/magic/all-spells/p/planar-binding planar binding] (13th),
 +
[http://www.d20pfsrd.com/magic/all-spells/l/limited-wish limited wish] (15th),
 +
[http://www.d20pfsrd.com/magic/all-spells/p/planar-binding greater planar binding] (17th),
 +
[http://www.d20pfsrd.com/magic/all-spells/h/heroic-invocation 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_(Apath)#Genie_Mount_.28Ex.29|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.
  
 
== Saher Bloodline ==
 
== Saher Bloodline ==
''The saher bloodline carries a birthright of lordship over genies, and to a lesser degree other outsiders. Not a genie yourself, instead your name carries great respect with such creatures.''
+
''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_(Apath)|Davirat]] archetype.''
  
 
=== Saher Bloodline Class Skill ===
 
=== Saher Bloodline Class Skill ===
Line 312: Line 581:
 
[http://www.d20pfsrd.com/magic/all-spells/m/mount Mount] (3rd),
 
[http://www.d20pfsrd.com/magic/all-spells/m/mount Mount] (3rd),
 
[http://www.d20pfsrd.com/magic/all-spells/s/see-invisibility see invisible] (5th),
 
[http://www.d20pfsrd.com/magic/all-spells/s/see-invisibility see invisible] (5th),
[http://www.d20pfsrd.com/magic/all-spells/m/magic-circle-against-evil magic circle (any)] (7th),
+
[http://www.d20pfsrd.com/magic/all-spells/t/thaumaturgic-circle/ thaumaturgic circle (air, earth, fire, or water only)] (7th),
 
[http://www.d20pfsrd.com/magic/all-spells/d/dismissal dismissal] (9th),
 
[http://www.d20pfsrd.com/magic/all-spells/d/dismissal dismissal] (9th),
 
[http://www.d20pfsrd.com/magic/all-spells/g/geniekind geniekind] (11th),  
 
[http://www.d20pfsrd.com/magic/all-spells/g/geniekind geniekind] (11th),  
Line 319: Line 588:
 
[http://www.d20pfsrd.com/magic/all-spells/p/planar-binding greater planar binding] (17th),
 
[http://www.d20pfsrd.com/magic/all-spells/p/planar-binding greater planar binding] (17th),
 
[http://www.d20pfsrd.com/magic/all-spells/w/wish wish] (19th).
 
[http://www.d20pfsrd.com/magic/all-spells/w/wish wish] (19th).
 
The ''magic circle'' spell of the saher can be cast as either against [http://www.d20pfsrd.com/magic/all-spells/m/magic-circle-against-good good], [http://www.d20pfsrd.com/magic/all-spells/m/magic-circle-against-evil evil], [http://www.d20pfsrd.com/magic/all-spells/m/magic-circle-against-law law], or [http://www.d20pfsrd.com/magic/all-spells/m/magic-circle-against-chaos chaos], as decided when casting it.
 
  
 
=== Saher Bloodline Bonus Feats ===
 
=== Saher Bloodline Bonus Feats ===
 
[http://www.d20pfsrd.com/feats/item-creation-feats/craft-wondrous-item-item-creation---final Craft Wondrous Item],
 
[http://www.d20pfsrd.com/feats/item-creation-feats/craft-wondrous-item-item-creation---final Craft Wondrous Item],
[http://www.d20pfsrd.com/feats/metamagic-feats/dazing-spell-metamagic Dazing Spell],  
+
[http://www.d20pfsrd.com/feats/general-feats/elemental-focus Elemental Focus],
 +
[http://www.d20pfsrd.com/feats/general-feats/greater-elemental-focus Elemental Focus (Greater)],
 
[http://www.d20pfsrd.com/feats/metamagic-feats/elemental-spell-metamagic Elemental Spell],
 
[http://www.d20pfsrd.com/feats/metamagic-feats/elemental-spell-metamagic Elemental Spell],
 
[http://www.d20pfsrd.com/feats/metamagic-feats/extend-spell-metamagic---final Extend Spell],
 
[http://www.d20pfsrd.com/feats/metamagic-feats/extend-spell-metamagic---final Extend Spell],
Line 337: Line 605:
  
 
=== Saher Bloodline Powers ===
 
=== Saher Bloodline Powers ===
'''Zhyen Familiar (Ex)''': At 1st level all saher can call upon elemental [http://www.d20pfsrd.com/classes/core-classes/wizard/familiar familiars], known as a [http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/zhyen zhyen]. Summoning a zhyen is a 1-hour ritual and each saher can only have one zhyen at a time. If a zhyen is slain or dismissed, a new one can immediately be summoned, but a saher must wait one week before summoning a zhyen of the same type as one who died. If several zhyens die in quick succession, it is possible for the saher to run out of options.
+
''Wysp Familiar (Ex)'': At 1st level all saher can call upon elemental [http://www.d20pfsrd.com/classes/core-classes/wizard/familiar familiars], known as a [http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/wysp wysp]<sup><sup><sup>B5</sup></sup></sup>. Summoning a [http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/wysp 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.
  
There are four kinds of zhyen, each tied to one of the classic four elements. All are neutral in alignment, but have alignment tendencies. Dinnlings (air zhyens) are pale blue and white, playful and mischievous and tend towards chaos and good. Ifri (fire zhyens) are reddish, brick red to bright orange, energetic and aggressive and tend toward law and evil. Maridans (water zhyens) have colors such as deep sea greens and blues, with dark green or white details, are humorous and eloquent and tend towards chaos. Geno (earth zhyens) are have earth colors, ranging from pale dun sand to various gaily colored semiprecious stones. They are artistic but greedy and tend towards law. A zhyen's appearance is decided when it is bound; either the standard miniature genie form or as tiny animals, always with a color scheme appropriate to their element.  
+
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 [http://www.d20pfsrd.com/magic/all-spells/p/planar-binding planar binding]) against genies tied to the same element as the wysp.  
  
Zhyens 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, zhyens provide a +2 bonus on Charisma skills and checks (including [http://www.d20pfsrd.com/magic/all-spells/p/planar-binding planar binding]) against genies tied to the same element as his zhyen.  
+
''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.  
  
'''Zhyen Spells (Ex)''': At 3rd level the zhyen can provide the saher with spell knowledge of one spell on the sorcerer/wizard spell list. Ordering the zhyen to find a spell is a standard action for the Saher and a full-round action for the zhyen, which immediately disappears into the elemental planes as if using ''plane shift'' only to return on the saher's next turn, hopefully with the requested spell. If the ''plane shift'' is prevented, the ability fails. When the zhyen is attempting to find a spell the saher makes a Concentration check (normally d20 + class level + Cha modifier) against a DC depending on the spell sought. It is never possible to take 10 or 20 on this roll.
+
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.
||'''Condition'''|||'''DC'''
 
|-
 
||Each level of spell |||5
 
|-
 
||Spell is not of the zhyen's element (or damage type)|||+5
 
|-
 
||Each earlier spell retrieved since the last spell preparation |||+5
 
|}
 
  
If the roll succeeds, the zhyen returns with the desired spell. If this roll fails, the zhyen returns empty-handed. If this roll fails by a margin of 10, the zhyen is killed looking for the spell, and never returns.  
+
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.
  
After a zhyen successfully retrieves a spell, the saher can cast this spell as if it was a known spell as long as the zhyen is in the sahers' space. A zhyen sent after a new spell immediately loses any spell it had previously retrieved.
+
''Genie Prison (Sp)'': At level 9, sahers can use ''[http://www.d20pfsrd.com/magic/all-spells/b/binding 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 [http://www.d20pfsrd.com/magic/outsider-categories negotiate] with a bound genie. A genie prison also eliminates the genie's daily chance to escape inherent in a ''planar binding''-type spell.  
  
'''Genie Prison (Sp)''': At level 9, sahers can use ''[http://www.d20pfsrd.com/magic/all-spells/b/binding 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 [http://www.d20pfsrd.com/magic/outsider-categories 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 [http://www.d20pfsrd.com/magic/outsider-categories 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.
  
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 [http://www.d20pfsrd.com/magic/outsider-categories 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 using the genie ruler audience ability.
+
''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.
  
'''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 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.
  
Genie rulers can answer questions with a Knowledge (Planes) skill of +40, focused on 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 poor 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.
  
== Shapeshifter Bloodline ==
+
== Savant Bloodline ==
''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.''
+
''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.''
  
=== Shapeshifter Bloodline Class Skill ===
+
This bloodline is a development of the [http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/pathfinder-savant Arcane savant] prestige class from Pathfinder Chronicles Seekers of Secrets.
Knowledge (Nature) (Int)
 
  
=== Shapeshifter Bloodline Bonus Spells ===
+
=== Savant Bloodline Class Skill ===
[http://www.d20pfsrd.com/magic/all-spells/s/stone-fist Stone fist] (3rd),
+
Linguistics (Int).
[http://www.d20pfsrd.com/magic/all-spells/a/alter-self alter self] (5th),
 
[http://www.d20pfsrd.com/magic/all-spells/b/beast-shape beast shape I] (7th),
 
[http://www.d20pfsrd.com/magic/all-spells/e/elemental-body elemental body I] (9th),
 
[http://www.d20pfsrd.com/magic/all-spells/p/polymorph polymorph] (11th),
 
[http://www.d20pfsrd.com/magic/all-spells/f/form-of-the-dragon-i form of the dragon I] (13th),
 
[http://www.d20pfsrd.com/magic/all-spells/g/giant-form-i giant form I] (15th),
 
[http://www.d20pfsrd.com/magic/all-spells/f/frightful-aspect frightful aspect] (17th),
 
[http://www.d20pfsrd.com/magic/all-spells/s/shapechange shapechange] (19th).
 
  
=== Shapeshifter Bloodline Bonus Feats ===
+
=== Savant Bloodline Bonus Spells ===
[http://www.d20pfsrd.com/feats/general-feats/animal-affinity---final Animal Affinity],
+
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.
[http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat Arcane Strike],
 
[http://www.d20pfsrd.com/feats/general-feats/expanded-arcana Expanded Arcana],
 
[http://www.d20pfsrd.com/feats/metamagic-feats/extend-spell-metamagic---final Extend Spell],
 
[http://www.d20pfsrd.com/feats/general-feats/fleet---final Fleet],
 
[http://www.d20pfsrd.com/feats/metamagic-feats/silent-spell-metamagic---final Silent Spell],
 
[http://www.d20pfsrd.com/feats/metamagic-feats/still-spell-metamagic---final Still Spell],
 
[http://www.d20pfsrd.com/feats/general-feats/spontaneous-metafocus Spontaneous Metafocus].
 
  
=== Shapeshifter Bloodline Arcana ===
+
=== Savant Bloodline Bonus Feats ===
When you cast transformation spells of the polymorph subschool with a duration of 1 minute per level, that duration is increased to 10 minutes per level.  
+
[http://www.d20pfsrd.com/feats/item-creation-feats/craft-wand-item-creation---final Craft Wand],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/lingering-spell-metamagic Lingering Spell],
 +
[http://www.d20pfsrd.com/feats/general-feats/magical-aptitude---final Magical Aptitude],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/piercing-spell-metamagic Piercing Spell],
 +
[http://www.d20pfsrd.com/feats/item-creation-feats/scribe-scroll-item-creation---final Scribe Scroll],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/selective-spell-metamagic Selective Spell],
 +
[http://www.d20pfsrd.com/feats/general-feats/skill-focus---final Skill Focus] (Linguistics),
 +
[http://www.d20pfsrd.com/feats/general-feats/skill-focus---final Skill Focus] (Knowledge [Arcana]),
 +
[http://www.d20pfsrd.com/feats/general-feats/skill-focus---final Skill Focus] (Spellcraft),
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/silent-spell-metamagic---final Silent Spell].
  
=== Shapeshifter Bloodline Powers ===
+
=== Savant Bloodline Arcana ===
'''Skill Shift (Ex)''': At 1st level when under the effect of a polymorph subschool spell and have assumed the form of a creature that gains a racial bonus or penalty to one or more skills, you gain that bonus or penalty.
+
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.
  
'''Endless Shapeshift (Ex)''': At 3rd level you can opt to extend the duration of a polymorph subschool spell you are under indefinitely. When the spell would normally end, and each day you remain in the form, make a Wisdom check (DC 5, a roll of 1 always fails) - 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.  
+
=== 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.
  
'''No Hands''': At level 9, you can use Still Spell without increasing the effective level of the spell. The casting time of such a spell is still affected normally. If you know the feat, you can use this at will. If you do not, you can still use this ability twice per day, plus an additional time per day per 3 levels after level 9.
+
''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.
  
'''No Voice''': At level 15, you can use Silent Spell without increasing the effective level of the spell. The casting time of such a spell is still affected normally. If you know the feat, you can use this at will. If you do not, you can still use this ability twice per day, plus an additional time per day per 3 levels after level 15.
+
''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).
  
'''Host of Shapes(Sp):''' At 20th level, you 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 standard action, you can change what shape you are assuming, using any 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.
+
''Analyze Dweomer (Sp):'' Starting at 15th level, a savant may use ''[http://www.d20pfsrd.com/magic/all-spells/a/analyze-dweomer analyze dweomer]'' for up to 1 round per level per day. She may use this ability in 1-round increments.
  
== Spirit Bloodline ==
+
''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.
''As a sorcerer of the spirit bloodline you hail from one of a myriad of mischievous spirits. As a result your magic is very flexible, but you lack the bloodline gifts of a normal sorcerer.''
 
  
This bloodline is not available through the Eldrich Heritage feat.  
+
== Shapeshifter Bloodline ==
 +
'''Publisher
 +
Purple Duck Games.
  
=== Spirit Bloodline Class Skills ===
+
''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.''
Knowledge (Nature) (Int) and Knowledge (Planes) (Int).
 
  
=== Spirit Bloodline Bonus Spells ===
+
=== Shapeshifter Bloodline Class Skill ===
[http://www.d20pfsrd.com/magic/all-spells/a/alarm Alarm] (3rd),
+
Knowledge (Nature) (Int)
[http://www.d20pfsrd.com/magic/all-spells/s/see-invisibility see invisible] (5th),
 
[http://www.d20pfsrd.com/magic/all-spells/p/phantom-steed phantom steed] (7th),
 
[http://www.d20pfsrd.com/magic/all-spells/a/animal-aspect greater animal aspect] (9th),
 
[http://www.d20pfsrd.com/magic/all-spells/p/polymorph polymorph] (11th),
 
[http://www.d20pfsrd.com/magic/all-spells/p/planar-binding planar binding] (13th),
 
[http://www.d20pfsrd.com/magic/all-spells/b/banishment banishment] (15th),
 
[http://www.d20pfsrd.com/magic/all-spells/b/binding binding] (17th),
 
[http://www.d20pfsrd.com/magic/all-spells/f/foresight foresight] (19th).
 
  
=== Spirit Bloodline Bonus Feats ===
+
=== Shapeshifter Bloodline Bonus Spells ===
Bouncing Spell, Coaxing Spell, Dazing Spell, Disruptive Spell, Ectoplasmic Spell, Heighten Spell, Lingering Spell, Rime Spell, Selective Spell.
+
''[http://www.d20pfsrd.com/magic/all-spells/s/savage-maw Savage maw]'' <sup><sup><sup>ARG</sup></sup></sup> (3rd),
 +
''[http://www.d20pfsrd.com/magic/all-spells/a/alter-self alter self]'' (5th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/b/beast-shape beast shape I]'' (7th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/e/elemental-body elemental body I]'' (9th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/p/polymorph polymorph]'' (11th),  
 +
''[http://www.d20pfsrd.com/magic/all-spells/f/form-of-the-dragon-i form of the dragon I]'' (13th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/g/giant-form-i giant form I]'' (15th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/f/frightful-aspect frightful aspect]''  <sup><sup><sup>UC</sup></sup></sup> (17th),
 +
''[http://www.d20pfsrd.com/magic/all-spells/s/shapechange shapechange]'' (19th).
  
=== Spirit Bloodline Arcana ===
+
=== Shapeshifter Bloodline Bonus Feats ===
A you can change the spells you know each day. You change your spells by extending your spell preparation to 1 hour. If you prepare spells the regular way, you keep the same spells you had yesterday. You can never change your bloodline spells.
+
[http://www.d20pfsrd.com/feats/combat-feats/arcane-strike-combat Arcane Strike],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/brisk-spell-metamagic Brisk Spell] <sup><sup><sup>MaTT</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/extend-spell-metamagic---final Extend Spell],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/fleeting-spell-metamagic Fleeting Spell] <sup><sup><sup>UI</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/fearsome-spell-metamagic Fearsome Spell] <sup><sup><sup>OA</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/general-feats/fleet---final Fleet],
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/quicken-spell-metamagic---final Quicken Spell],
 +
[http://www.d20pfsrd.com/feats/general-feats/spontaneous-metafocus Spontaneous Metafocus] <sup><sup><sup>UM</sup></sup></sup>,
 +
[http://www.d20pfsrd.com/feats/metamagic-feats/tenacious-spell-metamagic Tenacious Spell] <sup><sup><sup>UI</sup></sup></sup>.
  
=== Spirit Bloodline Powers ===
+
=== Shapeshifter Bloodline Arcana ===
You have no bloodline powers.
+
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.
  
== Wildcard Bloodline ==
+
=== Shapeshifter Bloodline Powers ===
''Your powers rely on chance. That you were even conceived is a freak accident, and your life has been a long line of strange coincidences. You have learned to stack the deck in your favor.''
+
''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.  
  
=== Wildcard Bloodline Class Skill ===
+
''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.  
Sleight of Hand (Dex).
 
  
=== Wildcard Bloodline Bonus Spells ===
+
''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.  
A wildcard sorcerer does not learn any bonus spells.
 
  
=== Wildcard Bloodline Bonus Feats ===
+
''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.  
Bouncing Spell,
 
Greater Spell Focus,
 
Greater Spell Penetration,
 
Persistent Spell,
 
Selective Spell,
 
Spell Focus,
 
Spell Penetration.
 
  
=== Wildcard Bloodline Arcana ===
+
''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.  
Each day when preparing spells, the wildcard sorcerer may exchange one of his current known spells for another. All normal rules apply to what spells he can learn and the spell must be of the same level as the one it replaces and from the sorcerer spell list.
+
{{ : Sor-Wiz Spell List Additions (Apath) }}
 
 
=== Wildcard Bloodline Powers ===
 
''You trust your luck and have tied your powers to the draw of cards. And you learn to cheat.''
 
 
 
You make a deck of spells that you can cast randomly. These are sorcerer spells, but need not be spells known to you. Actually writing the names and pertinent details of the spells of your deck makes a handy prop for this  ability. When preparing the deck, you follow these rules.
 
* Pick one spell of the highest level you can cast.
 
* Pick two spells of the next-highest level of spells you can cast.
 
* Pick three spells of two levels lower than the highest you can cast.
 
* No spell can be on this list more than once.
 
* All spells in the deck must have a casting time of one standard action and may not have a costly material component. Any components the spell has are ignored. The spell instead has a somatic components (drawing the card) and a focus component (the card itself).
 
* As you gain the ability to cast spells of new spell levels, you remove spells who are now of too low level to qualify and add new spells to fill out the deck.
 
* When you gain a level as a wildcard sorcerer without learning a new level of spells, you can rebuild your deck at will, following the above rules.
 
* The deck contains spells of level zero and up. You can't add spells of a negative level, so you don't get your full deck of 6 spells until you can cast second level spells.
 
 
 
''Luck of the Draw (Sp)'': At 1st level, as a standard action, you can pull a card from this deck. Before the end of your current turn, you can cast the spell on the card once as a free action. Do not return the card to the deck. You can continue to use this ability until you are out of cards. Return all used spells when you prepare spells.
 
 
 
''Double Draw (Sp):'' At 3rd level, as a standard action, your can draw two cards from your deck and select one of them to use. Return the other card. ''It is traditional to draw one card from the top of the pile, and the other from the bottom, but this is not required.''
 
 
 
''Quick Card (Sp):'' At 9th level, you can draw a card from your deck as a swift action and then have the option to use it as a free action.
 
 
 
''Jack in the Hole (Ex):'' At 15th level, you can make an informed selection of any one card from your power deck and use it as a standard action.
 
 
 
''Shuffle Deck (Su):'' At 20th level, you can return all used cards to your deck of power cards and shuffle the deck. This is a full-round action.
 
  
== Old Versions ==
 
* [[Crafty_Sorcerer_%28Apath%29 | Crafty Sorcerer]]
 
* [[Wildcard Sorcerer (Apath)|Wildcard Sorcerer]]
 
 
== External Links ==
 
== External Links ==
 
* [http://www.d20pfsrd.com/classes/core-classes/sorcerer Sorcerer] at www.d20pfsrd.com
 
* [http://www.d20pfsrd.com/classes/core-classes/sorcerer Sorcerer] at www.d20pfsrd.com
Line 492: Line 720:
 
* [https://docs.google.com/document/d/1XRNMhW8ZVJKmgQGcDdF1W-E-Ualj0H9wPVxK_BgSY2s/edit A Minstrel's Take on God's Hot Sister] - Quick and dirty sorcerer guide.
 
* [https://docs.google.com/document/d/1XRNMhW8ZVJKmgQGcDdF1W-E-Ualj0H9wPVxK_BgSY2s/edit A Minstrel's Take on God's Hot Sister] - Quick and dirty sorcerer guide.
 
{{ : Spellcaster Guides (Apath)}}
 
{{ : Spellcaster Guides (Apath)}}
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Latest revision as of 08:30, 20 March 2018

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Unofficial rules compendium

Bloodlines

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.

Battle sorcerers and bloodline knights with bloodlines that add new spells to the sorcerer spell list instead add those spells to the magus spell list. See those articles for details.

Aether Bloodline

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.

Arcane Bloodline

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.

Animal Bloodline

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

Alertness, Animal Ally F&P, Boon Companion AA, Craft Magic Tattoo ISM, Fleet, Friend To Animals F&P, Merciful Spell, Nature Soul F&P, Vast Spell MaTT.

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.

Artifice Bloodline

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.

Decay Bloodline

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

Heal (Wis)

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

Brew Potion, Contagious Spell HA, Diehard, Disruptive Spell APG, Echoing Spell UM, Endurance , Fast Healer APG, Lingering Spell APG, Widen Spell.

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.

Divine Bloodline

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.

Feather Bloodline

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

Perception (Wis)

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

Alertness, Brisk Spell, Dazing Spell, Enlarge Spell, Flaring Spell, Intensified Spell, Maximized Spell, Persistent Spell, Toppling Spell, Vast Spell .

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.

Giant Bloodline

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

Combat Casting, Diehard, Elemental Spell APG, Enlarge Spell, Fearsome Spell OA, Heighten Spell, Intensified Spell APG, Reach Spell APG, Vast Spell MaTT, Widden Spell.

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:

  1. Cloud kin: fog cloud (sp) and levitate (sp) at will.
  2. Fire kin: Immunity to fire (su).
  3. Frost kin: Immunity to cold (su).
  4. Stone kin: +8 racial bonus to Stealth checks in rocky terrain and on attack rolls with the hurl boulder ability (su).
  5. 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.

Insect Bloodline

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

Brisk Spell MaTT, Contagious Spell HA, Diehard APG, Disruptive Spell, Endurance, Fast Healer APG, Sickening Spell APG, Toxic Spell DTT.

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).

Mount Bloodline

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

Augment Summoning, Disruptive Spell, Ectoplasmic Spell, Merciful Spell, Selective Spell, Superior Summoning, Spell Focus (Summoning), Quicken Spell.

Mount Arcana

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.

Mount Powers

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

Survival (Wis).

Bonus Spells

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.

Rakib Bloodline

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

Ride (Dex).

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.

Saher Bloodline

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

Craft Wondrous Item, Elemental Focus, Elemental Focus (Greater), Elemental Spell, Extend Spell, Heighten Spell, Lingering Spell, Quicken Spell, Selective Spell, Widden Spell.

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.

Savant Bloodline

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

Linguistics (Int).

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

Craft Wand, Lingering Spell, Magical Aptitude, Piercing Spell, Scribe Scroll, Selective Spell, Skill Focus (Linguistics), Skill Focus (Knowledge [Arcana]), Skill Focus (Spellcraft), Silent Spell.

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.

Shapeshifter Bloodline

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

Arcane Strike, Brisk Spell MaTT, Extend Spell, Fleeting Spell UI, Fearsome Spell OA, Fleet, Quicken Spell, Spontaneous Metafocus UM, Tenacious Spell UI.

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

Additions to the sorcerer/wizard spell list. Used by the arcanist, sorcerer, and wizard to level 9.

Level 0

Abjuration: benign dispel, 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.

Level 1

Abjuration: protection from evil, red repellent.
Conjuration: fireflies.
Divination: riddle resolver.
Enhancement: taunt.
Evocation:
Illusion:
Necromancy: bone armor, rouse undead I.
Transmutation: armor, magic fang.

Level 2

Abjuration:
Conjuration: dimension door (lesser), glitterdust.
Divination:
Enhancement: hideous laughter, stupefy spell.
Evocation:
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.

Level 3

Abjuration: purge evidence, stall flight.
Conjuration: creeping mist.
Divination:
Enhancement: forget, scapegoat.
Evocation:
Illusion: silence shadow creation, shadow fighting (mass).
Necromancy: feign death, poison, rouse undead III.
Transmutation: magic fang (greater), object shape I, transfer enchantment.

Level 4

Abjuration:
Conjuration:
Divination: trial by fire
Enhancement: stun spell.
Evocation:
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.

Level 5

Abjuration:
Conjuration: devil contract, shadow creation (greater), word of recall.
Divination:
Enhancement: forget (mass).
Evocation:
Illusion:
Necromancy: rouse undead V, singing sword curse.
Transmutation: animate objects, object shape III.

Level 6

Abjuration: teleport beacon.
Conjuration:
Divination: true seeing, x-ray eyes.
Enhancement: modify memory, stun spell (mass).
Evocation:
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.

Level 7

Abjuration:
Conjuration:
Divination:
Enhancement:
Evocation:
Illusion:
Necromancy: feign death (greater), rouse undead VII.
Transmutation: magic phalanx, object shape V, spellstaff.

Level 8

Abjuration:
Conjuration: true creation.
Divination:
Enhancement:
Evocation:
Illusion: shadow necromancy (greater), shadow shape (true).
Necromancy: rouse undead VIII.
Transmutation:

Level 9

Abjuration:
Conjuration:
Divination:
Enhancement:
Evocation:
Illusion:
Necromancy: rouse undead IX.
Transmutation:


External Links

Spellcasting Guides


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