Sorcerer
You were born to magic. You draw upon a natural ability, a heritage, that grants you the ability to shape arcane power. What a wizard learns by years of hard study, the sorcerer knows by instinct and intuition. Sorcerers look within themselves for arcane prowess and draw forth strange powers few mortals can imagine. These magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater effects. The ways that these soul-touched powers manifest are related to a birthright, or "bloodline," which has infused the sorcerer with magic. These casters use ancestral guidance and natural genius to cast spells as effortlessly as they walk and talk.
Role: Because magic comes easily and quickly to them, sorcerers have time to pursue other areas of expertise. They are often jacks of many trades, bouyed by a deep reserve of magical heritage. They master many skills, are effective on offense, and are clever, agile, and resilient. Their bloodlines also grant them additional powers, cantrips, spell-like abilities, skill proficiencies, and feats.
Base Attack Bonus: +0.75 / level.
Caster Level: +0.5 / level.
Will Save: +0.75 / level.
Fort Save: +0.50 / level.
Reflex Save: +0.50 / level.
Hit Die: d6.
Level | Base Attack Bonus | Caster Level | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|---|
1st | +0 (+0.75) | 0 (0.5) | +0 (+0.50) | +0 (+0.50) | +0 (+0.75) | Tyro Signature: Bloodline I |
2nd | +1 (+1.50) | 1 (1.0) | +1 (+1.00) | +1 (+1.00) | +1 (+1.50) | Interaction Bloodline SLA or Cantrip |
3rd | +2 (+2.25) | 1 (1.5) | +1 (+1.50) | +1 (+1.50) | +2 (+2.25) | Combat Bloodline SLA or Cantrip |
4th | +3 (+3.00) | 2 (2.0) | +2 (+2.00) | +2 (+2.00) | +3 (+3.00) | Exploration Bloodline SLA or Cantrip |
5th | +3 (+3.75) | 2 (2.5) | +2 (+2.50) | +2 (+2.50) | +3 (+3.75) | Tyro Tier Choice |
6th | +4 (+4.50) | 3 (3.0) | +3 (+3.00) | +3 (+3.00) | +4 (+4.50) | Adventurer Signature: Bloodline II |
7th | +5 (+5.25) | 3 (3.5) | +3 (+3.50) | +3 (+3.50) | +5 (+5.25) | Interaction Bloodline SLA or Cantrip |
8th | +6 (+6.00) | 4 (4.0) | +4 (+4.00) | +4 (+4.00) | +6 (+6.00) | Combat Bloodline SLA or Cantrip |
9th | +6 (+6.75) | 4 (4.5) | +4 (+4.50) | +4 (+4.50) | +6 (+6.75) | Exploration Bloodline SLA or Cantrip |
10th | +7 (+7.50) | 5 (5.0) | +5 (+5.00) | +5 (+5.00) | +7 (+7.50) | Adventurer Tier Choice |
11th | +8 (+8.25) | 5 (5.5) | +5 (+5.50) | +5 (+5.50) | +8 (+8.25) | Hero Signature: Bloodline III |
12th | +9 (+9.00) | 6 (6.0) | +6 (+6.00) | +6 (+6.00) | +9 (+9.00) | Interaction Bloodline SLA or Cantrip |
13th | +9 (+9.75) | 6 (6.5) | +6 (+6.50) | +6 (+6.50) | +9 (+9.75) | Combat Bloodline SLA or Cantrip |
14th | +10 (+10.5) | 7 (7.0) | +7 (+7.00) | +7 (+7.00) | +10 (+10.50) | Exploration Bloodline SLA or Cantrip |
15th | +11 (+11.25) | 7 (7.5) | +7 (+7.50) | +7 (+7.50) | +11 (+11.25) | Hero Tier Choice |
16th | +12 (+12.00) | 8 (8.0) | +8 (+8.00) | +8 (+8.00) | +12 (+12.00) | Legend Signature: Bloodline IV |
17th | +12 (+12.75) | 8 (8.5) | +8 (+8.50) | +8 (+8.50) | +12 (+12.75) | Interaction Bloodline SLA or Cantrip |
18th | +13 (+13.50) | 9 (9.0) | +9 (+9.00) | +9 (+9.00) | +13 (+13.50) | Combat Bloodline SLA or Cantrip |
19th | +14 (+14.25) | 9 (9.5) | +9 (+9.50) | +9 (+9.50) | +14 (+14.25) | Exploration Bloodline SLA or Cantrip |
20th | +15 (+15.00) | 10 (10.0) | +10 (+10.00) | +10 (+10.00) | +15 (+15.00) | Legend Tier Choice |
Skill Proficiencies
The sorcerer's proficient skills (and the ability scores used to boost each skill) are Climb (Str), Craft (Int), Fly (Dex), Gather Information (Chr), Heal (Wis), Jump (Str), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). The sorcerer's bloodline also grants proficiency with an additional skill.
Skill Ranks per Level: 4 + Int modifier.
Weapon and Armor Proficiencies
Pick two weapon groups from this list: Hammers, Light Blades, Projectiles, Spears, and Thrown (see the rules for weapon groups in Weapons and Armor). You are proficient with all simple weapons in your chosen two groups. You are proficient with light armor, light shields, and bucklers, although armor interferes with a your gestures, which can cause your spells with somatic components to fail (see Arcane Spells and Armor).
Spells and Spell Casting
At second level, when your caster level is one, you can cast arcane spells, which are drawn from the arcane spell list presented in Spell Lists. As with all characters, you follow the general magic rules for spell slots per day, based on your caster level, which advances by half a caster level every time you gain a sorcerer level. As an arcanist, intelligence is your spell casting ability score.
KNOWN SPELLS LIST: Each time you gain a caster level, you learn two new spells. Because you are an arcanist, you may choose to pick spells from the arcane spell list. The level of the spell cannot exceed half your new sorcerer level (minimum 1).
SAVING THROWS: A saving throw against one of your spells has a difficulty class (DC) of 9 + 1/2 spell slot used + your Casting Ability Score modifier. Certain feats and class abilities can modify your save DCs. Example: an Int 18 sorcerer casting a 1st level spell with a 4th level slot has a DC for that spell of 9 +4 +2 = 15. The +2 comes from the 4th level slot used; the level of the spell itself is not relevant.
BLOODLINE: Your connection to the arcane is mediated by a powerful innate facility that you have gained through your heritage -- your "bloodline." When you take your first level as a sorcerer, you also choose your bloodline, which determines your choice of class abilities. See below for more information about particular bloodlines. If you like, your appearance may reflect your choice of bloodline in subtle ways. A few bloodline powers alter appearance in obvious ways.
Select a bloodline whenever you first take the sorcerer class. When you do, you also gain proficiency in a skill, and it is a class skill for you. The skill varies with Bloodline:
- Arcane: Knowledge (Arcane)
- Destined: Diplomacy
- Divine: Heal
- Draconic: Spot
- Elemental: Knowledge (Planes)
- Fey: Perform (all instruments and song)
- Natural: Survival
- Shadow: Stealth
- Yuletide: Sense Motive
SPELL-LIKE ABILITIES and CANTRIPS: At certain levels, you have the choice to learn a cantrip or a spell-like ability. A cantrip is a minor spell you can cast at will without using a spell slot. A spell-like ability (aka, SLA or Sp) is not a spell, but is a magical ability you can activate once per day. When you use a cantrip or a spell-like ability gained through your bloodline, the effect is arcane when you activate it, even if it appears on another (non-arcane) spell list. Note that there is no arcane failure check with spell-like abilities because they have no somatic components (also no verbal or material components, but it is the somatic components that affect spell failure for casting arcane spells); cantrips have components and spell failure as with other arcane spells. Whenever you use a bloodline cantrip or SLA, the save DC is 9 plus half of effective caster level plus your even (column B) intelligence ability score (feats or other adjustments may modify the base save DC, per usual).
Sorcerers are especially effective casting cantrips and activating SLAs, whatever the source. Add half your sorcerer class levels (round down) to your caster level for cantrips and SLAs -- but this bonus cannot raise effective caster level above your character level. Whenever you cast a cantrip or activate a spell-like ability, use this effective caster level for variable effects such as range, duration, save DCs, and so forth.
Class Abilities
TYRO THROUGH LEGEND TIER PROGRESSION
Levels 1, 6, 11, and 16: Signature Ability: You gain the Tier power granted by your bloodline (see below). Note that some Signature Abilities have a prerequisite; usually it is the bloodline's Signature Ability from a prior level.
Level 2, 7, 12, and 17 Interaction Ability: You gain a cantrip (see below) or the Interaction Spell-Like Ability for your bloodline.
Level 3, 8, 13, and 18 Combat Ability: You gain a cantrip (see below) or the Combat Spell-Like Ability for your bloodline).
Level 4, 9, 14, and 19 Exploration Ability: You gain a cantrip (see below) or the Exploration Spell-Like Ability for your bloodline.
Level 5, 10, 15, and 20 Sorcerer Choice: Select a sorcerer interaction, combat, or exploration ability from your bloodline of the appropriate tier or lower that you have not yet chosen, or choose a feat from among those listed for your bloodline.
Cantrips
At certain non-signature levels, you have the choice of a bloodline SLA, usable once per day, or a cantrip. The particular cantrip offered varies by level and bloodline. See below under each bloodline for specifics.
Bloodlines
ARCANE BLOODLINE
Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice. Perhaps you were exposed before birth to a great magic. Maybe you have a magical being your ancestry. You gain proficiency in the Knowledge (Arcana) skill.
Arcane Bloodline Tyro Abilities
- Signature - Tyro - Magic Facility: Whenever you gain a caster level, you gain an extra, third spell known. In addition to the two you gain per usual, you also gain the universal school arcane spell of that level. You also gain a competence bonus on spellcraft checks to identify magic items equal to your character level divided by two.
- Interaction Bloodline Power - Magic Aura (SLA) or Prestidigitation (Cantrip)
- Combat Bloodline Power-Like Ability - Improved Spell Penetration (SLA) or Battle Ward (Cantrip)
- Exploration Bloodline Power - Clairaudience/Clairvoyance (SLA) or Detect Magic (Cantrip)
Arcane Bloodline Adventurer Abilities
- Signature - Adventurer - Metamagic Adept (Ex): You gain a bonus metamagic feat. When you apply one or more metamagic feats to a spell you are about to cast, you can do so without increasing the casting time -- IF you make a character level check (d20+character level) against a difficulty of 10 plus the level of the slot you are using. If you fail this check, you cast the spell per usual, taking the usual extra time to do so. You must of course still expend a higher-level spell slot to cast a spell in this way.
- Interaction Bloodline Power - Lesser Spellcrash (SLA) or Mage Hand (Cantrip)
- Combat Bloodline Power - Lesser Globe of Invulnerability (SLA) or Acid Splash (Cantrip)
- Exploration Bloodline Power - Prying Eyes (SLA) or Read Magic (Cantrip)
Arcane Bloodline Hero Abilities
- Signature - Hero - Schooled (Ex): Inspired by your arcane heritage, you develop an affinity with one school of magic, your choice. When you cast spells from that school, increase your caster level by +2 for variable effects such as range, duration, and effect. Also, add an arcane spell you can cast from this school to your known spells list; each time you increase your character level, add another.
- Interaction Bloodline Power - Greater Dispel Magic (SLA) or Message (Cantrip)
- Combat Bloodline Power - Globe Of Invulnerability (SLA) or Ray of Frost (Cantrip)
- Exploration Bloodline Power - Greater Scrying (SLA) or Mage Lights (Cantrip)
Arcane Bloodline Legend Abilities
- Signature - Legend - School Specialist (Ex): The DC for any spells you cast from your affinity school of magic increases by your character level - 15; this bonus stacks with similar bonuses, such as that granted by the Spell Focus feat. The same bonus applies to spell penetration checks against spell resiustance. Also, the caster level bonus of your Schooled bloodline ability increases to +5, but your caster level cannot exceed your character level. Prerequisite: Schooled.
- Interaction Bloodline Power - Limited Wish (SLA) or Ventriloquism (Cantrip)
- Combat Bloodline Power - Mage's Disjunction (SLA) or Touch of Illness (Cantrip)
- Exploration Bloodline Power - Retrocognition (SLA) or Open/Close (Cantrip)
Bloodline Feat: Choose from among these: Combat Casting, Improved Counterspell, Magic Lore, Smart, Spell Focus, Spell-Like Ability, Spell-Like Ability Focus.
DESTINED BLOODLINE
Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead -- or a tragic downfall! You gain proficiency in the Diplomacy skill.
Destined Bloodline Tyro Abilities
- Signature - Tyro - Makings Of A Hero (Ex): Your maximum lionheart points increases by a number of points equal to your Column B (even) charisma modifier, with an additional lionheart point added to your max for every three character levels you gain after gaining this power. (If gained at level 1, then +1 point at character levels 4, 7, 10, 13, 16, and 19). As your charisma modifier permanently changes, so too does the number of lionheart points gained. Prerequisite: Non-evil alignment.
- Interaction Bloodline Power - Heroic Fortune (SLA) or Stabilize (Cantrip)
- Combat Bloodline Power - Bull's Strength (SLA) or Battle Ward (Cantrip)
- Exploration Bloodline Power - Climbing Beanstalk (SLA) or Sift (Cantrip)
Destined Bloodline Adventurer Abilities
- Signature - Adventurer - Loved By The People (Ex): Tales of your victories have been spreading among the people. In areas near the places you have adventured, people point you out on the street and ask for your autograph (or the local equivalent). NPCs treat you as the leader of your group, whether you are or not. You may be knighted or otherwise officially recognized; or if you are opposed to the local government, then the authorities are reluctant to arrest or detain you. People have a base attitude of friendly towards you, not indifferent. Merchants give you a discount on all purchases equal to your character level as a percentage. You are invited into homes for meals and board, so that you and those with you have no upkeep expenses. If you need any particular small good, you are offered the item as a gift if its value is less than your character level in gold pieces. You gain a +1 bonus to your Charisma as well. Prerequisite: Makings Of A Hero.
- Interaction Bloodline Power - Good Hope (SLA) or Resistance (Cantrip)
- Combat Bloodline Power - Mass Enlarge Person (SLA) or Acid Splash (Cantrip)
- Exploration Bloodline Power - Overland Flight (SLA) or Guidance (Cantrip)
Destined Bloodline Hero Abilities
- Signature - Hero - Inspiring Champion (Ex): Working with your game master to fit this power into the campaign world and game plot, you choose one of these options:
- Ruler and Keep: You build, inherit, win, or restore a castle, manor, guildhouse, or equivalent equal in value to your personal wealth, but not counted against the wealth your character should possess by the rules. You are either the mayor, duke, or king of an area with radius equal to your character level in miles.
- Merry Band: You cannot be bound to just one spot, but you form an order of knighthood, a mercenary band, a travelling circus, a merchant company, or other mobile group. Instead of a castle, you gain a remarkable mode(s) of conveyance for your merry band, for example, elephants or hippogriffs or a galleon or self-propelled wagons or a building with legs or a TARDIS -- something that fits the spirit of your campaign.
- I Work Alone, Buddy: You are not suited for leadership, but those who love and admire you have formed an independent fan club to support you, as a benevolent and protective order or secret society or faction, clique, or cult. You may support or disavow your fan club, but devoted members have a way of popping up unexpectedly to help you, your friends, and your goals.
- Interaction Bloodline Power - Veil (SLA) or Mending (Cantrip)
- Combat Bloodline Power - Undeath to Death (SLA) or Confusion Minor (Cantrip)
- Exploration Bloodline Power - Mass Fly (SLA) or Detect Poison (Cantrip)
Destined Bloodline Legend Abilities
- Signature - Legend - Master of Destiny? (Ex): Look back over your career. Have you achieved your destiny? Pick one:
- Achievement Unlocked: Congratulations, karma has been satisfied, and now you are free to help your friends achieve greatness! You may use the Aid Another action as a swift action (bestowing a +2 to attack, armor class, or skill check), or as a move action (bestowing a +4 bonus) or as a standard action (bestowing a +8 bonus). When you Aid Another, you yourself gain a +1 morale bonus until the end of your next turn on your spell and SLA DCs, rising by +1 each time you gain a character level, to +5 at level 20. You may also spend your lionheart points as a free action to help your friends (usually you can only help your own rolls).
- Ever A Seeker: Fate has more in store for you, eternal champion! You gain a +1 luck bonus on armor class, skill checks, concentration checks, spell penetration checks, and saving throws, rising by +1 each time you gain a character level, to +5 at level 20. If you use lionheart points to cheat death, it only costs you 5 points, and you may cheat death twice a day, not just once.
- Interaction Bloodline Power - Sympathy (SLA) or Lullaby (Cantrip)
- Combat Bloodline Power - Iron Body (SLA) or Vigor (Cantrip)
- Exploration Bloodline Power - Foresight (SLA) or Mage Lights (Cantrip)
Bloodline Feat: Choose from among these: Charming, Heroic Defiance, Heroic Recovery, Lucky, Maximize Spell, Reputation, Weapon Focus.
DIVINE BLOODLINE
Your ability to access arcane magic is mediated by divine forces. Perhaps you or your family were blessed by a god. Maybe you have an outsider, sacred servant, or high priest in the lineage of your ancestry. You gain proficiency in the Heal skill.
Divine Bloodline Tyro Abilities
- Signature - Tyro - Heavenly Fire (Sp): You can unleash a ray of heavenly fire as a standard action, targeting any creature within 30 feet as a ranged touch attack (for willing or unconscious creatures, no attack roll is needed). Against evil creatures, this ray deals 1d4 points of damage +1 for every two character levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage +1 for every two character levels you possess. A creature cannot be hurt nor harmed from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Prerequisite: good alignment.
- Interaction Bloodline Power - Divine Protection (SLA) or Stabilize (Cantrip)
- Combat Bloodline Power - Spiritual Weapon (SLA) or Virtue (Cantrip)
- Exploration Bloodline Power - Augury (SLA) or Detect Aura (Cantrip)
Divine Bloodline Adventurer Abilities
- Signature - Adventurer - Sacred Resistances (Su): You gain resist acid resistance and cold resistance equal to your character level. Prerequisite: good alignment.
- Interaction Bloodline Power - Restoration (SLA) or Mending (Cantrip)
- Combat Bloodline Power - Holy Smite (SLA) or Daze Person (Cantrip)
- Exploration Bloodline Power - Commune (SLA) or Guidance (Cantrip)
Divine Bloodline Hero Abilities
- Signature - Hero - Wings of Heaven (Su): You can sprout feathery wings and fly for a number of minutes per day equal to your character level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments. Prerequisite: non-evil alignment.
- Interaction Bloodline Power - Heroes' Feast (SLA) or Purify (Cantrip)
- Combat Bloodline Power - Blade Barrier (SLA) or Bleed (Cantrip)
- Exploration Bloodline Power - Find the Path (SLA) or Sacred Light (Cantrip)
Divine Bloodline Legend Abilities
- Signature - Legend - Ascension (Su): You become infused with the power of the heavens. You gain immunity to petrification and a +4 racial bonus on saves against poison. You gain resist electricity and resist fire equal to half your character level. You can use your wings of heaven ability for 10 minutes per character level per day. And you gain the ability to speak with any creature that has a language (as per the tongues spell). Prerequisite: Adventurer Tier Sacred Resistances and Hero Tier Wings of Heaven abilities.
- Interaction Bloodline Power - Resurrection (SLA) or Resistance (Cantrip)
- Combat Bloodline Power - Greater Spell Immunity (SLA) or Disrupt Undead (Cantrip)
- Exploration Bloodline Power - Astral Projection (SLA) or Detect Poison (Cantrip)
Bloodline Feat: Choose from among these: Bodyguard, Combat Reflexes, Dodge, Enlightened, Merciful Spell, Mounted Combat, Slot Shield.
DRACONIC BLOODLINE
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins. You gain proficiency in the Spot skill. Also, you must select one of the metallic dragon types. (Base and foul chromatic dragons are not cross-fertile with other races) This choice cannot be changed. A number of your abilities grant resistances and deal damage of an energy type based on your dragon type, as noted below:
- Brass - 60-foot line of Fire
- Bronze - 60-foot line of Electricity
- Copper - 60-foot line of Acid
- Gold - 30-foot cone of Fire
- Silver - 30-foot cone of Cold
Draconic Bloodline Tyro Abilities
- Signature - Tyro - Dragon Claws (Sp): You can grow claws as a free action. Whenever you cast a somatic-component spell with your claws out, if the spell has an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled. Also, your 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). Your claws also inflict extra energy damage equal to your character level divided by 4 (starting with +1 at level 4, +2 at 8, etc). You can use your claws for a number of minutes per day equal to 3 + your Intelligence modifier. These minutes do not need to be consecutive. If you already have natural attacks, your claws are primary and your other natural attacks are secondary.
- Interaction Bloodline Power - Charm Person (SLA) or Mage Hand (Cantrip)
- Combat Bloodline Power - Barkskin (SLA) or Daze Person (Cantrip)
- Exploration Bloodline Power - Darkvision (SLA) or Detect Aura (Cantrip)
Draconic Bloodline Adventurer Abilities
- Signature - Adventurer - Dragon Nature (Su): You gain energy resistance for your energy type equal to your character level. You also gain a natural armor bonus to AC equal your character level divided by five. Also, your good and noble heritage comes to the fore -- any encounter that does not end in the death or maiming of enemies grants you a 10% bonus to experience points earned. Prerequisite: non-evil alignment.
- Interaction Bloodline Power - Fear (SLA) or Breeze (Cantrip)
- Combat Bloodline Power - Resilient Sphere (SLA) or Spark (Cantrip)
- Exploration Bloodline Power - Teleport (SLA) or Detect Magic (Cantrip)
Draconic Bloodline Hero Abilities
- Signature - Hero - Dragon Breath (Su): You gain a breath weapon that deals 1d6 points of damage of your energy type per character level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 9 + 1/2 your character level + your odd (column A) Intelligence modifier. The shape of the breath weapon depends on your dragon type (as indicated above). At 11th level, you can use this ability once per day; at 15th level, twice per day; at 19th level, thrice per day. Also, your draconic nature comes to the fore -- you feel the urge to establish a hoard, leaving your wealth stored and unspent. You gain a +1 morale bonus to skill, saving throw, attack, and spell penetration checks for each 10% of your wealth that you leave in your hoard. If someone steals from your hoard, you lose this bonus until either the thief is brought to justice or you gain a level.
- Interaction Bloodline Power - Guards and Wards (SLA) or Mage Hand (Cantrip)
- Combat Bloodline Power - Power Word Blind (SLA) or Vigor (Cantrip)
- Exploration Bloodline Power - Form of the Dragon II (your dragon type only) (SLA) or Guidance (Cantrip)
Draconic Bloodline Legend Abilities
- Signature - Legend - Dragon Wings (Su): You can grow leathery dragon wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action. You also gain blindsense 60 feet. If you have a hoard that is at least half coins, you find it to be a comfy bed, and on any day you sleep on it, you are immune to exhaustion and gain a bonus equal to half your character level on concentration checks.
- Interaction Bloodline Power - Antipathy (SLA) or Mending (Cantrip)
- Combat Bloodline Power - Dominate Monster (SLA) or Ray of Frost (Cantrip)
- Exploration Bloodline Power - Shapechange (SLA) or Open/Close (Cantrip)
Bloodline Feat: Choose from among these: Blind-Fight, Endurance, Improved Natural Armor, Improved Natural Attack, Intimidating Prowess, Scholar, Toughness.
ELEMENTAL BLOODLINE
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force. You gain proficiency in the Knowledge (Planes) skill. Also, you must select one of the four elements: air, earth, fire, or water. Each element has an associated form of movement and energy type. This choice cannot be changed. A number of your abilities grant resistances, deal damage, and offer movement boosts based on your element, as noted below:Note: When you use a cantrip or SLA granted by your bloodline that inflicts energy damage, the energy type used is the one noted above. An earth bloodline sorcerer using Chain Lightning or Ray of Frost uses the acid damage type,
- Air - Electricity - Fly (average)
- Earth - Acid - Burrow
- Fire - Fire - bonus to base speed
- Water - Cold - Swim
Elemental Bloodline Tyro Abilities
- Signature - Tyro - Elemental Magic (Sp): You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two character levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. In addition, whenever you cast a spell that deals energy damage, you may change its damage to match the type of your bloodline if you wish; this also changes the spell's type to match the energy type of your bloodline.
- Interaction Bloodline Power - Elemental Speech (SLA) or Ventriloquism (Cantrip)
- Combat Bloodline Power - Elemental Touch (SLA) or Acid Splash (Cantrip)
- Exploration Bloodline Power - Fox's Cunning (SLA) or Detect Magic (Cantrip)
Elemental Bloodline Adventurer Abilities
- Signature - Adventurer - Elemental Resistance (Su): You gain energy resistance to your elemental energy type equal to twice your character level.
- Interaction Bloodline Power - Fire Shield (uses your energy type) (SLA) or Resistance (Cantrip)
- Combat Bloodline Power - Summon Monster IV (elementals only, of your type) (SLA) or Spark (Cantrip)
- Exploration Bloodline Power - Contact Other Plane (SLA) or Sift (Cantrip)
Elemental Bloodline Hero Abilities
- Signature - Hero - Elemental Ball (Sp): You can unleash a blast of elemental power as a 20-foot-radius burst that does 1d6 points of damage of your energy type per character level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 9 + 1/2 your character level + your odd (column A) Intelligence modifier. You can use this ability once per day at character level 11 and twice per day at character level 16. This power has a range of 60 feet.
- Interaction Bloodline Power - Planar Ally (SLA) or Ghost Sound (Cantrip)
- Combat Bloodline Power - Chain Lightning (uses your energy type) (SLA) or Ray of Frost (Cantrip)
- Exploration Bloodline Power - Elemental Body IV (uses your element) (SLA) or Read Magic (Cantrip)
Elemental Bloodline Legend Abilities
- Signature - Legend - Elemental Physique (Su): You gain a special movement type or bonus, based on your chosen element, as indicated above; your Fly and Swim speed is 60 at character level 16, +5 per character level gained subsequently; your Burrow speed or land speed bonus is 30 at character level 16, +5 per two character levels gained subsequently. Also, like elementals, you gain immunity to sneak attacks and critical hits.
- Interaction Bloodline Power - Wall of Lava (uses your energy type) (SLA) or Mage Hand (Cantrip)
- Combat Bloodline Power - Summon Monster IX (elementals only, of your type) (SLA) or Flare (Cantrip)
- Exploration Bloodline Power - Ride the Lightning (uses your energy type) (SLA) or Moonlight (Cantrip)
Bloodline Feat: Choose from among these: Augment Summoning, Elemental Fist, Elemental Focus, Elemental Spell, Endurance, Muscular, Penetrating Strike.
FEY BLOODLINE
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, you love music, and you feel a tie to the natural world. You gain proficiency in Perform (song, string, wind, and percussion).
Fey Bloodline Tyro Abilities
- Signature - Tyro - Laughing Compulsion (Sp): You can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Also, when you cast a spell of the compulsion subschool, increase the spell's DC by your character level divided by four (minimum 1). Prerequisite: non-lawful alignment.
- Interaction Bloodline Power - Faerie Fire (SLA) or Lullaby (Cantrip)
- Combat Bloodline Power - Beguiling Gift (SLA) or Daze Person (Cantrip)
- Exploration Bloodline Power - Locate Object (SLA) or Sift (Cantrip)
Fey Bloodline Adventurer Abilities
- Signature - Adventurer - Fey Stride (Ex): You can move through any sort of magical or nonmagical undergrowth (such as thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. You gain concealment in such areas.
- Interaction Bloodline Power - Grove of Respite (SLA) or Ghost Sound (Cantrip)
- Combat Bloodline Power - Lesser Entice Fey (SLA) or Confusion Minor (Cantrip)
- Exploration Bloodline Power - Plant Shape I (SLA) or Detect Magic (Cantrip)
Fey Bloodline Hero Abilities
- Signature - Hero - Fleeting Glance (Sp) You can turn invisible for a number of rounds per day equal to your character level, activated as a swift action. This ability functions as Invisibility Major. These rounds need not be consecutive. Prerequisite: non-lawful alignment.
- Interaction Bloodline Power - Song of Discord (SLA) or Personal Stormcloud (Cantrip)
- Combat Bloodline Power - Banishment (SLA) or Touch of Illness (Cantrip)
- Exploration Bloodline Power - Phase Door (SLA) or Mage Lights (Cantrip)
Fey Bloodline Legend Abilities
- Signature - Legend - Soul of the Fey (Su): Your soul becomes one with the world of the fey. You gain immunity to poison and DR X/cold iron, where X is half your character level. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your character level as your caster level. Prerequisite: chaotic alignment.
- Interaction Bloodline Power - Cloak of Chaos (SLA) or Ventriloquism (Cantrip)
- Combat Bloodline Power - Irresistible Dance (SLA) or Bleed (Cantrip)
- Exploration Bloodline Power - Etherealness (SLA) or Detect Animals or Plants (Cantrip)
Bloodline Feat: Choose from among these: Agile Maneuvers, Cantrip, Entertainer, Gang Up, Improved Dirty Trick, Far Shot, Underfoot.
NATURAL BLOODLINE
Mother Nature has touched your family, granting you a deep connection to earth and sky, plants and animals. Maybe your ancestors worked to preserve the environment, to save endangered species from undeath and blight, or simply lived in harmony with nature for generations. You gain proficiency in the Survival skill.
Natural Bloodline Tyro Abilities
- Signature - Tyro - Nature's Child (Su): You do not need to eat (but you still need clean water) for one day per character level, so long as you are exposed to daylight for 8 hours during that time (the hours need not be continuous). Similarly, you also do not need to sleep for one day per character level, so long as you are outside in starlight for 8 hours during that time; to recover daily abilities, such as spell slots, all you need is 4 hours of fully-alert meditation per day. You gain your character level as a bonus on saving throws against disease, and half your character level as a save bonus against death, negative energy, and level-draining attacks.
- Interaction Bloodline Power - Charm Animal (SLA) or Resistance (Cantrip)
- Combat Bloodline Power - Beast Shape I (SLA) or Vigor (Cantrip)
- Exploration Bloodline Power - Eagle Eye (SLA) or Detect Animals or Plants (Cantrip)
Natural Bloodline Adventurer Abilities
- Signature - Adventurer - Natural Telepathy (Su): You can communicate telepathically with creatures of the plant, animal, or magical beast types for one minute per character level per day. These minutes need not be continuous, but they must be used in one minute increments. The range is one mile per character level. You must be able to see the target or possess a hair, feather, or scale from the creature. You gain a bonus equal to your character level -5 on Spot and Sense Motive skill checks targeting plant creatures, animals, and magical beasts.
- Interaction Bloodline Power - Share Senses (SLA) or Breeze (Cantrip)
- Combat Bloodline Power - Summon Nature's Ally IV (SLA) or Flare (Cantrip)
- Exploration Bloodline Power - Commune with Nature (SLA) or Moonlight (Cantrip)
Natural Bloodline Hero Abilities
- Signature - Hero - One With Nature (Ex): You gain a swim speed and a climb speed equal to twice your character level (20 at character level 11, 25 at level 13, 30 at level 15, 35 at level 18, and 40 at level 20). Your racial bonus to swim and climb checks is equal to your character level, not +8. You gain low light vision and scent. You are never lost in natural settings.
- Interaction Bloodline Power - Nature's Call (SLA) or Personal Stormcloud (Cantrip)
- Combat Bloodline Power - Plant Shape II (SLA) or Spark (Cantrip)
- Exploration Bloodline Power - Dedicated Hunt (SLA) or Detect Poison (Cantrip)
Natural Bloodline Legend Abilities
- Signature - Legend - Metamorphosis (Su): Nature has blessed you with the secrets of life itself, granting you incredible control over your own body. Once per day, you can surround yourself with an organic cocoon as a full-round action. While enclosed in the cocoon, you are considered helpless. Eight hours later, you emerge, having changed your type to plant, animal, or humanoid. This change does not alter your hit dice, hit points, saving throws, skill points, class skills, proficiencies or any other characteristics except as noted below. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transformation is made:
- Humanoid: You are as you have been from birth.
- Animal: You take on cosmetic animal characteristics as you wish, like ears, snout, tail, feathers, fur, scales, and so on. You gain low light vision, scent, and one natural attack (bite, horn, or tail swipe) for 1d8 damage (medium size). You have the animal type, so spells affect you as an animal.
- Plant: You take on a plantlike appearance as you wish, like green skin, bark, leaves, and so on. You have the plant type, so spells affect you as a plant. Also, you are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) as well as to paralysis, poison, polymorph, sleep effects, and stunning.
- Interaction Bloodline Power - Euphoric Tranquility (SLA) or Stabilize (Cantrip)
- Combat Bloodline Power - Summon Nature's Ally IX (SLA) or Touch of Illness (Cantrip)
- Exploration Bloodline Power - Foresight (SLA) or Detect Aura (Cantrip)
Bloodline Feat: Choose from among these: Improved Grapple, Improved Natural Armor, Improved Natural Attack, Improved Trip, Natural Spellcaster, Run, Vermin Heart.
SHADOW BLOODLINE
Spirits from the shadow plane dally at times in the world of light, and such as these lay with your ancestors once upon a time, imparting the mystery of shadow-stuff into your lineage. Cultivating an air of mystery and majesty, you have infused your mastery of magic with the essence of shadow. You gain proficiency in the Stealth skill.
Shadow Bloodline Tyro Abilities
- Signature - Tyro - Shadowcloak (Sp): You emanate a cloak of shadowy darkness that grants you a +4 armor bonus and a circumstance bonus on Stealth checks equal to half your level. When you are wearing your shadowcloak and you have concealment, the miss chance to hit you increases from 20 percent to 25 percent. You can use this cloak for 1 hour per day per character level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.
- Interaction Bloodline Power - Silent Image (SLA) or Ghost Sound (Cantrip)
- Combat Bloodline Power - Glitterdust (SLA) or Flare (Cantrip)
- Exploration Bloodline Power - Darkvision (SLA) or Penumbra (Cantrip)
Shadow Bloodline Adventurer Abilities
- Signature - Adventurer - Form of Shadow (Su): You become a living shadow. This ability functions as gaseous form -- you do not fly and are not affected by wind, but you can move along walls, floors, and ceilings at half your normal speed. In darkness and dim light you are invisible. You can use this ability a number of minutes per day equal to your character level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Form of a Shadow requires a standard action to activate and a move action to end before the duration runs out.
- Interaction Bloodline Power - Greater Invisibility (SLA) or Ventriloquism (Cantrip)
- Combat Bloodline Power - Shadow Conjuration (SLA) or Daze Person (Cantrip)
- Exploration Bloodline Power - Shadow Walk (SLA) or Moonlight (Cantrip)
Shadow Bloodline Hero Abilities
- Signature - Hero - Shadowcaster (Ex): Whenever you cast an illusion spell (or SLA) from the shadow subschool, increase the strength of such spells by 1 percentage point per character level. When you cast any illusion spell, increase the save DC by 1.
- Interaction Bloodline Power - Veil (SLA) or Prestidigitation (Cantrip)
- Combat Bloodline Power - Greater Shadow Conjuration (SLA) or Confusion Minor (Cantrip)
- Exploration Bloodline Power - Project Image (SLA) or Mage Lights (Cantrip)
Shadow Bloodline Legend Abilities
- Signature - Legend - Wings of Shadow (Sp): As a swift action, you can manifest a set of translucent, inky wings that grant you a fly speed of 60 feet with perfect maneuverability. You can use these wings for 2 minutes per day per character level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Time spent on the Plane of Shadow does not count against this duration. When you wrap your wings around willing creatures, you all can travel to the Plane of Shadow, as with a shadow walk spell. However, unlike the spell, you can predict perfectly where your travel will end, and you are not shunted off from your destination. Moving to the Plane of Shadow uses a minute's duration of your ability, as does moving from shadow to a different plane.
- Interaction Bloodline Power - Maze (SLA) or Lullaby (Cantrip)
- Combat Bloodline Power - Shades (SLA) or Spark (Cantrip)
- Exploration Bloodline Power - Screen (SLA) or Detect Magic (Cantrip)
Bloodline Feat: Choose from among these: Blind-Fight, Eschew Materials, Fleet, Graceful, Quick Draw, Silent Spell, Weapon Finesse.
YULETIDE BLOODLINE
Maybe the blood of certain northern elves runs through your ancestry, inspiring a jolly family tradition of generosity, good will, and giving. Maybe a festive spirit has blessed you and your family with the deep magic of merriment and peace between enemies. You are inspired to grant gifts and bring joy to others -- on the darkest days, and all the year round. You gain proficiency in the Sense Motive skill.
Yuletide Bloodline Tyro Abilities
- Signature - Tyro - Knowledge (Hearts) (Sp): As a move action, you can look into a creature's heart and determine if he or she is naughty (evil) or nice (not evil), as well as the strength of the creature's aura (see detect aura). You can do this a number of times per day equal to your character level, with a range equal to 10 times your character level in feet, or through some form of scrying. In addition, when you touch an unconscious and helpless creature you know to be naughty for one minute, you can change his or her alignment permanently to good or neutral (50/50 chance, unknown to you). The creature remains lawful, neutral, or chaotic, and their attitude toward you remains as it was before the change. Prerequisite: good alignment.
- Interaction Bloodline Power - Restful Sleep (SLA) or Lullaby (Cantrip)
- Combat Bloodline Power - Calm Emotions (SLA) or Daze Person (Cantrip)
- Exploration Bloodline Power - Clairaudience/Clairvoyance (SLA) or Guidance (Cantrip)
Yuletide Bloodline Adventurer Abilities
- Signature - Adventurer - Caroling (Ex): You may use Perform (Song) instead of Diplomacy to change the initial attitudes of nonplayer characters. Also, at will as a full-round action that does not provoke attacks of opportunity, you can make a Perform (Song) check vs DC10 to give a +2 morale bonus to AC, saving throws, and perform skill checks to allies (including yourself) within range. Caroling has a range of five ft per character level, and its effects last for rounds equal to your character level - 5. Prerequisite: good alignment.
- Interaction Bloodline Power - Good Hope (SLA) or Mending (Cantrip)
- Combat Bloodline Power - Air Walk (SLA) or Virtue (Cantrip)
- Exploration Bloodline Power - Fabricate (SLA) or Sacred Light (Cantrip)
Yuletide Bloodline Hero Abilities
- Signature - Hero - Wish List (Su): After engaging in a short (one minute) conversation with any creature, your intuition reveals 1d3 things that would make the creature most happy -- these are usually objects (sometimes expensive, sometimes not) but could include events or actions. If you fulfill a creature's desire from this list, by giving a gift or arranging for an action or event, his or her attitude toward you improves by two levels. Prerequisite: Knowledge (Hearts).
- Interaction Bloodline Power - True Seeing (SLA) or Message (Cantrip)
- Combat Bloodline Power - Teleport Object (SLA) or Vigor (Cantrip)
- Exploration Bloodline Power - Greater Scrying (SLA) or Read Magic (Cantrip)
Yuletide Bloodline Legend Abilities
- Signature - Legend - Peace on Earth (Sp): Once per day you can cast a form of calm emotions that affects all creatures, allies and foes, within line of sight. Those in contact with the ground gain no benefit from spell resistance, immunity, or saving throw; those in the air can resist if they make a Will save vs 9 + 1/2 your character level + your odd (column A) Intelligence modifier. This power lasts for one minute per character level and does not require concentration. If a creature makes an attack on those affected, it too is affected, with no spell resistance or saving throw allowed. Prerequisite: Wish List.
- Interaction Bloodline Power - Limited Wish (SLA) or Breeze (Cantrip)
- Combat Bloodline Power - Hymn Of Peace (SLA) or Ray of Frost (Cantrip)
- Exploration Bloodline Power - Foresight (SLA) or Open/Close (Cantrip)
Bloodline Feat: Choose from among these: Bodyguard, Combat Expertise, Combat Reflexes, Charming, Merciful Spell, Enlightened, Swift Aid.