Sorcerer

For an old man Quarmal was not particularly hideous until his eyes were noticed. They were peculiar in their shape, and the ball was a rich ruby-red. The dead-white iris had that nauseous sheen of pearly iridescence found only in the sea dwellers among living creatures; this character he inherited from his mother, a mer-woman... For Quarmal was a sorcerer, as were all the Lords of Quarmall from the eon-mighty past. From childhood up through manhood each male was trained into his calling, like some vines are coaxed to twist and thread a difficult terrace.

―Fritz Leiber, The Lords of Quarmall (1964)

A sorcerer’s magic springs either from his or her own magical heritage, or from an initiation that allows the practitioner to tap into a wellspring of arcane power. Note that standard spell progression rules (Chapter 7) allow the sorcerer to gain level-appropriate spells, and that additional class features are granted to make up for the limitations of spontaneous spellcasting. The various energy ray, energy burst, and breath weapon bloodline abilities from the Pathfinder core rules have been consolidated under the eldritch blast ability, which works according to the rules for Reserve feats (Complete Mage). By using the battle sorcerer variant (Appendix B; originally from Unearthed Arcana), a fair approximation of the Warlock class from Complete Arcane can be made.

Examples of sorcerers from fiction and literature include Juan Matus (from Carlos Castenada’s The Teachings of Don Juan: A Yaqui Way of Knowledge), Gentle (from Clive Barker’s Imajica), and Merlin (from Roger Zelazny’s second “Amber” series).

Table 1: The Sorcerer Hit Dice: d6

Class Level Base Attack Spell Capacity Special
1st +0 1st Bloodline or initiation, eschew materials, expanded arcana
2nd +1 2nd Bloodline feat, eldritch blast
3rd +1 3rd Eldritch resistances +2
4th +2 4th Blast metamagic
5th +2 5th Rapid metamagic
6th +3 6th Bloodline feat, expanded arcana II
7th +3 7th Eldritch resistances +3
8th +4 8th Expanded arcana III, improved blast
9th +4 9th Bloodline power
10th +5 10th Bloodline feat, expanded arcana IV
11th +5 11th Eldritch resistances +4
12th +6/+1 12th Expanded arcana V, iterative blast
13th +6/+1 13th Impromptu metamagic
14th +7/+2 14th Bloodline feat, expanded arcana VI
15th +7/+2 15th Bloodline power, eldritch resistances +5
16th +8/+3 16th Expanded arcana VII, greater blast
17th +8/+3 17th Impromptu spell
18th +9/+4 18th Bloodline feat, expanded arcana VIII
19th +9/+4 19th Eldritch immunities, powerful blast
20th +10/+5 20th Bloodline power, expanded arcana IX

Saving Throws: Sorcerers gain a +2 class bonus to Reflex and Will saves.

Bonus Skills: You receive one free rank per class level in Concentration. In addition, you receive 1 free rank per class level in two other skills specific to your bloodline, as listed under “bonus skills.” These are otherwise treated as a class skills, but do not count against your total number of skill points.

Class Skills: Bluff, Craft (all), Fly, Knowledge (all), Planar Sense, Profession (all), Spellcraft.

Skill Ranks per Level: 2 + Int modifier.

Favored Class: When gaining a level of sorcerer as a favored class, rather than gaining +1 hp or 1 skill point, you can instead choose one of the following options:

  • Additional Spells Known: Add one level of spells known from the sorcerer spell list. Levels of spells gained in this manner can be “saved up” to gain higher-level spells (maximum level equal to the highest-level spell slot you have available). For example, a 5th level sorcerer who chose this option 5 times would have an additional 2nd and 3rd level spell known, or one additional 3rd and two additional 1st level spells known, or 5 additional 1st level spells known, or any other combination totaling 5 levels of spells. Alternatively, he or she could continue saving bonus levels for an eventual higher level spell known.

  • Energy Puissance: Choose on energy type (acid, fire, etc.), generally one corresponding to your bloodline. Each time you select this option, you gain +1 damage to spells, spell-like abilities (including your eldritch blast, if applicable), and sorcerer bloodline powers of that energy type.

Weapon and Armor Proficiency: Sorcerers have Simple proficiency with all weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spellcasting: A sorcerer spontaneously casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. Your spellcasting attribute is Charisma.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), you can choose to learn a new spell in place of one she already knows. In effect, you lose the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. You may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that you gain new spells known for the level.

Bloodline Spells: For each spell level, you learn an additional spell derived from your bloodline (representing the bonus spells indicated on Spellcasting Table 1 in Chapter 7). These spells cannot be exchanged for different spells at higher levels. Non-core sources are designated by superscripts and cited in Chapter 7.

Bloodline or Initiation: You have a source of magic that grants you spells, bonus feats, an additional class skill, and other special abilities. This source can represent a bloodline heritage, an extreme event somewhere in your or your family's past, or an actual initiation into power that you yourself undergo. For example, you might have a dragon as a distant relative, your grandfather might have signed a terrible contract with a devil, or you might have walked the Broken Pattern and become an adept of the Keep of the Four Worlds (or whatever). For the sake of brevity, this source of power will hereafter be referred to simply as a “bloodline.”

Regardless of the source, this influence manifests in a number of ways as you gain levels. You must pick one bloodline or initiation (Appendix A) upon taking your first level of sorcerer. Once made, this choice cannot be changed. Starting at 1st level, your bloodline grants you a minor power or ability. It also has subtle effects on spells you cast, as described for the “bloodline arcana.”

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Expanded Arcana: At 1st level, you gain Expanded Arcana as a bonus feat, providing an extra 1st level spell known. This spell must be in some way related to your bloodline or initiation: either sharing a descriptor or subtype, appearing on a bloodline creature’s list of spell-like abilities, or being otherwise thematically appropriate. These choices should generally be approved provided that some reasonable explanation is given.

You gain this feat additional times as you gain experience, as shown in Table 1; each time, you gain a spell of the indicated spell level. You also gain an additional cantrip (0-level spell) known at 1st, 6th, 10th, 14th, and 18th levels.

Bloodline Feat: At 2nd level, and at every four levels thereafter, you receive a bonus feat chosen from the list specific to your bloodline. A multi-classed sorcerer can choose Practiced Bloodline as a bloodline feat as well. You must meet the prerequisites for these bonus feats.

Eldritch Blast [Reserve] (Sp): Starting at 2nd level, as long as you have a spell slot of at least 1st level available, you can unleash a blast of arcane power as a standard action. The eldritch blast is a ray (ranged touch attack) with close range (25 ft. + 5 ft. per two ranks in Concentration you possess) dealing 1d6 damage per level of the highest-level spell slot you have remaining. The type of damage is determined by your bloodline; see below.

An unshaped eldritch blast has no saving throw, but does allow spell resistance. An eldritch blast can be affected by spell-like metamagic feats as if it were a 1st level spell, even if it is shaped or carries additional effects (see below). It is also treated as a 1st level spell for purposes of making concentration checks to cast defensively, etc. The eldritch blast is subject to the normal spell failure chance for wearing armor.

Because it requires an attack roll, you can apply feats such as Weapon Focus, Weapon Specialization, and ranged [Strike] feats to your eldritch blast. Your arcane blast ability also automatically improves in a as you gain in power, as described below.

He lifted his hands, drawing on the last shreds of his waning power. The fire in his hands burned like a miniature nova and he flung it at his enemy.

―Charles deLint, Moonheart (1984)

Eldritch Resistances (Ex): At 3rd level, the power of your bloodline begins to manifest itself more strongly, rendering you resistant to certain attack forms. You gain resistance 5 to one energy type, damage reduction 2 (overcome by certain weapons), and a +2 racial bonus on saving throws against certain attack forms. These benefits improve as follows:

Class Level Energy Resistance Saving Throw Bonus Damage Reduction
3rd – 6th 5 +2 2
7th – 10th 10 +3 4
11th – 14th 15 +4 6
15th – 18th 20 +5 8
19th – 20th Immune Immune 10

Blast Metamagic: At 4th level, you gain Innate Metamagic (Chapter 7) as a bonus feat. This must be applied to your eldritch blast. You must meet all prerequisites for the metamagic feat to be applied, and also for the Innate Metamagic feat itself.

Rapid Metamagic: Starting at 5th level, you can apply metamagic feats to your spells without any increase in casting time. Spells with a casting time listed as 1 standard action in the core rules require a full attack action, rather than a full round action to cast, meaning you can still take a 5-ft. step.

Improved Blast [Strike] (Su): Starting at 8th level, your eldritch blast carries an additional effect specific to your bloodline. This is represented using the Innate Metamagic feat, with the spell-like ability being your eldritch blast and the metamagic equivalent as listed for the appropriate bloodline. When the metamagic feat in question allows a variable spell level cost, the effect unless otherwise specified is for the +1 spell level cost effect (unless the minimum cost is higher than that, in which case the effects for lowest listed cost apply). However, the actual metamagic level adjustment for improved blast feats is always considered to be +0 (i.e., it automatically applies, and does not affect applications of your Blast Metamagic ability).

The effects of your improved blast are treated as a [Strike] effect (Chapter 5) for determining when it can be activated (i.e., on a single blast attack; on multiple blasts if you have the Battle Touch feat and the iterative blast ability and/or Manyshot feat or Ray Splitting feat; or on any of the other special conditions listed).

Bloodline Power: At 9th, 15th, and 20th levels, you gain additional powers related to your bloodline or sorcerous initiation, as described in Appendix A.

Iterative Blast (Sp): Starting at 12th level, you can make iterative attacks with your unmodified eldritch blast, as your base attack bonus allows.

Impromptu Metamagic (Su): At 13th level, you learn to apply metamagic effects to your spells by burning additional spell slots. For each level of metamagic cost, you must expend two levels’ worth of spell slots (in any combination from those you have remaining); this is in addition to a slot of the spell’s normal level. Despite the fact that the spell does not take up a higher-level spell slot, the total spell level (base spell level plus total metamagic cost, in levels) can be no higher than the highest-level spell you are normally able to cast.

Greater Blast [Strike] (Su): At 16th level, your eldritch blast gains another innate metamagic effect. As with the improved blast ability, this is generally represented by gaining Innate Metamagic as a bonus feat again, with the specific effects depending on your bloodline (see below). When the metamagic feat in question allows a variable spell level cost, the effect unless otherwise specified is for the +2 spell level cost effect (unless the minimum cost is higher than that, in which case the effects for lowest listed cost apply). However, the metamagic level adjustment for greater blast feats is always considered to be +0 (i.e., it automatically applies, and does not affect applications of your Blast Metamagic ability).

The effects of your greater blast, together with those of your improved blast (q.v.), are together treated as a single [Strike] effect (Chapter 5) for determining when they can be activated (i.e., on a single blast attack, on multiple blasts if you have the Battle Touch feat, each with a -5 penalty; or on any of the other special conditions listed).

Impromptu Spell (Sp): At 17th level, you learn to cast spells from the wizard/sorcerer list that you don’t know, by constructing a basic spell framework and running magical power through it. Spellcasting in this manner is extremely wasteful of magical energy, and also requires a high degree of skill. Casting an impromptu spell requires one full round (i.e., the effects takes place at the beginning of your next turn). You must succeed at a Spellcraft check (DC 20 + twice the level of the spell to be cast) and expend two spell slots of the correct spell level. If you fail the skill check, the spell fails, the spell energy is wasted, and you are dazed for 1 round. Because spellcasting in this manner is considered the use of a spell-like ability, it provokes attacks of opportunity (unless you successfully cast defensively) and is subject to being disrupted, counterspelled, etc. (in which case the attempt fails and the spell slots are lost).

Powerful Blast (Sp): At 19th level and above, your eldritch blast no longer relies on unused spell slots to maintain its potency; it instead deals a base 10d6 damage of the appropriate type(s), regardless of the level of spell slots you have remaining at any given time.

Appendix A: Bloodlines

The following bloodlines and initiations represent only some of the possible sources of power that a sorcerer can draw upon; additional bloodlines, or modifications to existing ones, are always possible with referee approval. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.

For those bloodline powers and abilities that allow saving throws, the DC, unless otherwise noted, is equal to 10 + half your class level + your Charisma modifier.

Aberrant

There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests in your physical form.

Starting at 5th level, you are affected by spells and effects that target chaotically-aligned creatures, and you detect as such.

Bonus Skills: Athletics, Planar Sense.

Bonus Spells: 1sttrue strike, 2ndblur, 3rdstinking cloud, 4thgreater invisibility, 5thfeeblemind, 6thveil, 7thethereal jaunt, 8thscintillating pattern, 9thimplosion.

Bonus Feats: Bewitching Spell, Chaotic Mind, Great Fortitude, Improved Initiative, Improved Grapple, Skill Focus (Concentration, Planar Sense, or Profession: Mining), Staggering Strike, Thaumaturgist.

Bloodline Arcana: Whenever you cast a spell of the [polymorph] subschool, increase the duration of the spell by 50% (minimum 1 round). This does not stack with the increase granted by the Extend Spell feat.

Eldritch Blast (Sp): Your eldritch blast is of bilious fluids; it deals acid damage. Improved blast: Sickening Spell; greater blast: Fell Nausea.

Eldritch Resistances: Energy—acid; saving throws—spells or effects that damage or drain mental attributes; damage reduction—magic (+1 at 3rd level, +2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th).

Long Limbs (Ex): Your reach increases according to the following table.

Class Level Touch Attacks Melee Attacks
1st – 8th +5 ft. +0
9th – 16th +10 ft. +5 ft.
17th + +15 ft. +5 ft.

Eldritch Touch (Sp): Starting at 2nd level, when you gain your eldritch blast ability, at will you can use your eldritch blast as a melee touch attack rather than as a ranged touch attack.

Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level, to 75% at 17th level, and to 100% at 20th level.

Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 11.

Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. Your type changes to Aberration, and you gain blindsight with a range of 60 feet. You also gain two tentacle attacks as natural weapons dealing a base 1d6 damage; these have a 15-ft. reach.

Abyssal

Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny is up to you. Alternatively, you might have picked up the demonic taint yourself, perhaps by traveling to Abyssal places where mortals were not meant to go.

You are affected by spells and effects that target [chaotic] and/or [evil] aligned creatures, and you detect as such.

Bonus Skills: Endurance, Knowledge (the planes).

Bonus Spells: 1stcause fear, 2ndbull's strength, 3rdrage, 4thgreater infernal healingISWG, 5thdismissal, 6thTenser’s transformation, 7thgreater teleport, 8thunholy aura, 9thsummon monster IX (demons and creatures with the fiendish template only).

Bonus Feats: Arcane Bond (familiar), Augment Summoning, Empower Spell, Great Fortitude, Power Attack, Skill Focus (Planar Sense), Spell Focus (conjuration), Thaumaturgist.

Bloodline Arcana: Whenever you cast a spell of the [summoning] sub-school, the creatures summoned gain DR/good equal to half your sorcerer level (minimum 1). This does not stack with any damage reduction the creature might have.

Eldritch Blast (Sp): Your eldritch blast channels the fury of the abyss; it deals fire damage. Improved Blast: Energy Admixture (unholy); greater blast: you can apply the effects of your eldritch blast to your claw attacks (see below); the total number of dice of damage may be divided between the two claw attacks as you see fit.

Eldritch Resistances: Energy—electricity; saving throws—poison; damage reduction—cold iron or good.

Claws (Ex): 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. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier.

  • At 7th level, these claws are considered magic weapons for the purpose of overcoming damage reduction.

  • At 16th level, they also carry the effects of your arcane blast, with the dice divided between them as you see fit (declare before attacking as a free action).

Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Added Summonings (Su): At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.

Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain the Fiendish simple template, although your character level and CR are still treated as being the same as they would be without it.

Amber

Your ancestry extends back to a Prince of Amber. Although you do not share your ancestor’s superhuman strength and stamina, the Pattern of Amber is inscribed at some level in your cells, granting you insights into the true workings of the Multiverse as you progress in power. This bloodline is loosely based on the cosmology of the first half of Roger Zelazny’s “Amber” series.

You are affected by spells and effects that target [Lawful] creatures, and you detect as such.

Bonus Skills: Endurance, Planar Sense.

Bonus Spells: 1stshocking grasp, 2ndbull’s strength, 3rdblink, 4thscrying, 5thdispel chaos, 6thshadow walk, 7thregenerate (self only), 8thmind blank, 9thgate.

Bonus Feats: Arcane Blade, Great Fortitude, Imbue Item, Iron Will, Maximize Spell, Power over Shadow, Skill Focus (Knowledge: the planes), Toughness.

Bloodline Arcana: Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.

Eldritch Blast (Sp): Your eldritch blast carries some of the effects of contact with the Pattern of Amber. It deals electrical damage. Improved Blast: Dazing Spell; greater blast: Versatile Evocation (force).

Eldritch Resistances: Instead of standard resistances, you instead gain fast healing 1 (damage inflicted by chaotically-aligned weapons negates this healing). Your rate of fast healing improves by 1 per 4 class levels thereafter, to a maximum of fast healing 5 at 19th level.

Influence Shadow (Su): At 1st level, you gain what seems to be incredible luck; this is actually a subtle, unconscious influence on your part on the stuff of Shadow. You may reroll one skill check involving variables in your environment—for example, a Streetwise check to find a friendly barkeeper, an Athletics check to find a smoother route up a mountainside, or a Profession (gambler) check when drawing to an inside straight. This ability cannot be used to influence invariable quantities, such as a Disable Device check against a set DC. You must declare a use of this ability after the original roll, but before the results are announced. For every 6 levels past the 1st, you may use this ability an additional time per day, to a maximum of 4/day at 19th level.

Primal Strength (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Timeless Body (Ex): After attaining 15th level, you no longer take ability score penalties for aging and cannot be magically aged. Any penalties you may have already incurred, however, remain in place. Bonuses still accrue.

Living Trump (Sp): At 20th level, you become an embodiment of the power behind the Great Trumps of Amber. You can use greater teleport at will (self and 50 lbs. only; not blocked by earth or stone). Your spells, spell-like abilities, psionic powers, etc. automatically work normally on any plane (except null-magic planes), without the need for you to modify them (see Chapter 7). Given 1 minute of concentration, you can cause a technological item to work somewhere it shouldn’t (except in Amber itself) for as long as you retain possession of it. Additionally, your fast healing improves to regeneration.

Arcane

You have bound yourself to some source of arcane power that you can now draw upon at will. Alternatively, your family may have always been skilled in the eldritch art of magic, and an inborn talent manifests itself in you as well.

Bonus Skills: Knowledge (linguistics), Spellcraft.

Bonus Spells: 1stidentify or magic missile, 2ndinvisibility or knock, 3rddispel magic, 4thdimension door or scrying, 5thteleport, 6thtrue seeing, 7thgreater teleport or greater scrying, 8thpower word: stun, 9thwish.

Bonus Feats: Arcane Boost, Improved Counterspell, Improved Initiative, Iron Will, Skill Focus (Concentration), Skill Focus (Spellcraft), Spell Focus, Still Spell.

Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You can choose to apply Intelligence, rather than Charisma, as your spellcasting attribute. This is from the Sage archetype, from Ultimate Magic.)

Eldritch Blast (Sp): Your eldritch blast deals fire damage. Improved blast: Versatile Evocation (force); greater blast: Ray Splitting.

Eldritch Resistances: Energy—force; saving throws—arcane spells and spell-like abilities (maximum saving throw bonus +6 at 19th level; you do not become immune); damage reduction—magic (+1 at 3rd level, +2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th).

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object.

Prepare Spells (Su): Starting at 9th level, you can prepare a single spell in advance as if you were a wizard. This spell need not be one of your spells known, but if not, you must succeed at a Spellcraft check (DC 20 + level of the spell) to prepare the spell (on a failure, the spell slot and attempted spell are both lost). Preparing a spell uses one of your “spells per day” slots of the appropriate level. You can prepare the spell with any metamagic feat you know; if so, it uses a higher-level slot. You can prepare an additional spell at 11th level, and a third spell at 17th level.

Theurgy: If you have levels in Wizard, you can choose to give up your Wizard spellcasting in exchange for Strong theurgy towards your sorcerer spellcasting. However, when you gain new spells known, you can instead designate some or all of those new spells (except bonus spells) as prepared spell slots, rather than fixed spells known. You may then prepare spells in those slots (see above). At each level of spell capacity gained thereafter, you choose how many of the new spells known will be permanently filled with spells known, vs. how many will be left open as prepared spell slots. The maximum spell level for which you can retain prepared slots is equal to your wizard class level, so that a wizard 5/sorcerer 10 has a spell capacity of 14th level, and can retain prepared spell slots for spells of level 0 through 5th (his 6th and 7th level spells are all spontaneous).

School Power (Ex): At 15th level, pick one school of magic. You gain a +2 competence bonus on the saving throw DCs for any spells you cast from that school, and on checks to defeat SR for spells from that school.

Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can cast impromptu spells (q.v.) using only a single spell slot of the appropriate level, rather than two.

Artistry

You are an artist of supernatural skill. Either your ancestors were the most gifted artists of their time, or perhaps you have the blood of lillends in your veins. Alternatively, your own studies and work have given you insights into the nature of Art and reality that others lack.

Bonus Skills: Craft (Fine Arts), Perception.

Bonus Spells: 1sterase, 2ndhypnotic pattern, 3rdmajor image, 4thhallucinatory terrain, 5thmajor creation, 6thpermanent image, 7thprismatic spray, 8thprismatic wall, 9thwish.

Bonus Feats: Catch Off-Guard, Chaotic Mind, Deep Intuition, Imbue Item, Power over Shadow, Shape Spell, Skill Focus (Craft), Weapon Finesse.

Bloodline Arcana: Any spells of the Illusion school that you cast gain +1 to the saving throw DC; this stacks with the effects of the Spell Focus feat (if applicable).

Eldritch Blast (Sp): Your eldritch blast is a riot of colors and shapes that quickly fade away; it deals nonlethal (subdual) damage. Those affected are also dazzled for 1 round. Improved blast: Blinding Spell; greater blast: Dazing Spell.

Eldritch Resistances: Energy—nonlethal damage; saving throws—illusions (due to sureness in judgment of light and perspective); damage reduction—cold iron (due to exposure to strange pigments and chemicals in exotic paints).

Sure Perspective (Ex): Your eye for detail, aesthetic sense, and sure perspective provide an enhancement bonus to Wisdom equal to half your class level (rounded up).

Personal Trump Deck (Sp): At 9th level, your command of artistry is so profound that your paintings of people allow you to speak with them, and your paintings of places allow you to step through to them. Choose up to one person or place per point of your Charisma bonus. For each of these, you can create a magical “trump,” a small magical portrait, allowing you to use sending to the person depicted, or greater teleport or plane shift to the place shown. Having established contact (via sending) to a person, you can also teleport (or plane shift, depending on your location) to their location, or allow them to teleport or plane shift to your location, as long as both of you are willing. Each trump can be used up to twice per day; one sending and associated teleport or plane shift counts as both uses.

Creating a new trump (to replace one lost or destroyed) takes 1 week of work, and requires you to succeed at a Craft (fine art) check as if you were imbuing a magic item (DC 29); you can take 20 on this check, but doing so increases the creation time to 36 days. You need not know or have access to the appropriate spells, however, and need not spend gold or personal numen.

Trump Artist (Sp): At 15th level, the speed and sureness of your draftsmanship improve; you can produce a replacement trump in only 1 day, or 1 week if you can take 20 on the check. You can also produce copies of your personal trump deck that can be used by others. At any one time, you can have a number of decks in existence equal to your Charisma bonus. Generally, these are given to the people depicted, although this is not required. All of the individual trumps must be the same as the ones in your own deck, with the exception that you can substitute any one card with a trump of yourself. Once produced and handed out, individual cards can be separated from the decks without interfering with their properties.

Master of Perspective (Sp): At 20th level, you can instill your paintings and sketches with a bit of reality. You can duplicate any of the following spells at will as a spell-like ability: shadow conjuration, greater shadow conjuration, shadow evocation, greater shadow evocation, or shades. Each use requires a full round action and a successful Craft (Fine Arts) check at DC 20 + the level of the spell to be duplicated.

Bestial

The call of the wild pulls at your soul. This potentially means an ancestor was a druid or lycanthrope, but perhaps you were exposed to some other form of animal magic—or maybe you obtained your powers as part of a vision quest in the wilderness, on a night of the full moon.

Bonus Skills: Handle Animal, Survival.

Bonus Spells: 1stcharm animal or magic fang, 2ndbull’s strength, 3rdbite of the werewolfSC or greater magic fang, 4thclaws of the savageBVD or summon nature’s ally IV, 5thbaleful polymorph, 6thantilife shell or bite of the werebearSC, 7thsummon nature’s ally VII, 8thanimal shapes or spread of savageryBVD, 9thcurse of were-doom.

Bonus Feats: Eldritch Claws (use your class level in place of your BAB derived from sorcerer levels), Fast Recovery, Great Fortitude, Kin Mastery (command/rebuke animals), Natural Spell, Skill Focus (Survival), Wolfsbane Strike, or any [Animal] Domain feat.

Bloodline Arcana: Your spells that normally target only animals can also affect magical beasts with Intelligence scores less than or equal to 1 + the level of the spell.

Eldritch Blast (Sp): Your eldritch blast is a whirlwind of claws and fangs; it deals slashing and piercing damage. Improved blast: Versatile Evocation (force); greater blast: starting at 16th level, your shaped eldritch blast is similar to a whirlwind of teethBVD spell. Whenever your eldritch blast is modified by Innate Metamagic (Shape Spell), it also gains the effects of the Lingering Spell feat, but lasts 1 round per 4 class levels you possess.

Eldritch Resistances: Energy—instead of resistance to energy, you gain improved senses: low-light vision at 3rd level, scent at 7th, and blindsense at 11th. Saving throws—at 3rd level, you gain Alertness as a bonus feat, as if Perception were a class skill. Damage reduction—silver.

Mark of the Wild (Su): As the druid class feature of the same name.

Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Wild Shape (Su): Starting at 15th level, you can primal wild shape 1/day (as a Wild Shaper druid of 4th level; emulates beast shape IV). You can use this ability twice per day starting at 17th level, and 3/day starting at 19th level.

Bestial Nature (Ex): At 20th level, you regeneration 5 (fire and silver), and a +2 bonus to natural armor.

Beguiler

You are a born manipulator. Subtlety is in your blood, whether inborn or from a past infusion of blood from a race of manipulators such as devils, doppelgangers, or even mind flayers. This bloodline supersedes the Beguiler base class, from the Player’s Handbook II.

Bonus Skills: Bluff, Perform (acting).

Bonus Spells: 1stcharm person, 2ndhypnotic pattern, 3rdglibness, 4thzone of silence, 5thdominate person, 6thmass suggestion, 7thproject image, 8thmind blank, 9thdominate monster.

Bonus Feats: Arcane Armor Training, Armor Proficiency (light), Improved Feint (and opponents are flat-footed to your spells and spell-like abilities, in addition to your weapon attacks), Lightning Reflexes, Silent Spell, Skill Focus (Bluff), Still Spell, or any [Charm] Domain feat.

Bloodline Arcana: Your training focuses on subtlety over flash. Remove all spells from the schools of Evocation and Necromancy from your list of class spells.

Eldritch Blast (Sp): Your eldritch blast is a wave of despair that deals nonlethal (subdual) damage. Improved blast: Coercive Spell; greater blast: Bewitching Spell.

Eldritch Resistances: Energy—negative energy; saving throws—instead of a bonus to saves, you gain an equivalent bonus to Bluff checks to conceal your motives or cover up your lies; damage reduction—lethal (i.e., at 3rd level you gain DR 2/— against nonlethal damage).

Skilled (Ex): You gain 4 skill ranks per class level, rather than only 2, and add the following to your list of class skills: Acrobatics, Diplomacy, Disable Device, Perception, Sleight of Hand, Stealth, and Streetwise.

Cloaked Casting (Ex): At 9th level, your spells are more effective against unwary foes. The save DC (if any) for your sorcerer spells improves by +1 if you cast at a foe who would otherwise be denied a Dexterity bonus to AC against your attacks. At 17th level, this bonus increases to +2.

Cloaked Penetration (Ex): Starting at 15th level, your sorcerer spells automatically penetrate the spell resistance of any creature that would normally be denied a Dexterity bonus to AC against your attacks.

Master of Deception (Su): At 20th level, you are always treated as if you had the glibness and discern lies spells active; these effects cannot be dispelled. Additionally, you gain the ability to use disguise self at will as a spell-like ability.

Blackfire Adept

A loosely organized order of nihilistic alienists and demonologists, the Blackfire Adepts study the power of unmaking as it manifests throughout the multiverse. They focus their obsessive research on blackfire. This eldritch phenomenon burns away the fibers of reality wherever it touches, thinning the walls between planes—especially between the Material Plane and the dark and unholy pits of the Lower Planes. This initiation supersedes the prestige class of the same name, from Paths of Prestige.

Blackfire adepts gain the [Evil] alignment descriptor.

Bonus Skills: Knowledge (the planes), Planar Sense.

Bonus Spells: 1stbane, 2ndfalse life, 3rdsummon monster III (cacodaemon, doru div, dretch demon, auger kyton, or cythnigot qlippoth), 4thunholy blight, 5thdarksoulRR2, 6thplanar binding, 7thsummon monster VII (pact subtypes only), 8thblackfireCA, 9thsphere of ultimate destructionCA.

Bonus Feats: Augment Summoning, Iron Will, Planar Breaching, Skill Focus (Knowledge: the planes), Spell Focus (Conjuration), Supernatural Ability (eldritch blast), Thaumaturgist, Vile Strike.

Bloodline Arcana: When you summon a creature with one of your blackfire pact subtypes, you can choose to allow that creature to use any innate summoning abilities it possesses. The creatures it summons are not under your control. Once this decision is made, it cannot be reversed until the summoned creature is sent back to whence it came.

Eldritch Blast (Sp): Your eldritch blast manifests as an eruption of darkfire, a searing ebon vortex that deals negative energy damage.

  • Improved blast: Energy Admixture (unholy).

  • Greater blast: Summoned outsiders damaged by the blast must also save vs. Will or be plane shifted to one of the Lower Planes.

Eldritch Resistances: Energy—negative energy; saving throwsblackfire pact (see below); damage reductionaccursed sympathy (see below).

Blackfire Pact (Su): Choose one of the following outsider subtypes: asura, daemon, demodand, demon, devil, div, oni, qlippoth, or rakshasa. Against outsiders with that subtype, you gain a profane bonus on saving throws, Concentration checks, Charisma checks, and Charisma-based skill checks equal to the saving throw bonus you would normally receive (maximum +6 at 19th level). You gain an additional pact subtype at 9th and 15th levels.

Accursed Sympathy (Su): Whenever you or a called or summoned creature deal hit point damage to a target affected by your blackfire taint (see below), as a swift action you can increase the damage dealt by the attack by half your class level. If the target dies, you heal a number of hit points of damage equal to half the target's total number of Hit Dice. Once fully healed, any additional hit points are gained as temporary hit points These temporary hit points last 1 hour and do not stack.

Blackfire Taint (Su): As a standard action, you can corrupt the planar substrate to create a destructive resonance between you and a single target within 30 feet. You gains a +1 profane bonus on attack rolls and Concentration checks against the target, and the target takes a –1 penalty on saving throws against your attacks. The taint lasts a number of rounds equal to your class level, though a successful Will save reduces this to 1 round. The effect immediately ends if the target moves more than 30 feet away from you. The bonus/penalty increase by an additional ±1 at 9th and 15th levels (maximum ±3).

Greater Blackfire Pact (Su): Starting at 9th level, when using a planar binding spell, you can call 2 additional Hit Dice of outsiders with the chosen subtype, and those creatures gain temporary hit points equal to her class level, a +1 profane bonus on saving throws, and a +1 profane bonus to the caster level DC for effects that would banish, dismiss, or dispel them.

Riftward Breaching (Su): Starting at 15th level, whenever one or more creatures appear via a conjuration effect within 30 feet of you, you can as an immediate action unleash an eldritch blast that targets all such creatures within 30 feet (but does not affect other creatures).

Exalted Blackfire Pact (Su): At 20th level, you gain the Fiendish simple template, although your character level and CR are still treated as being the same as they would be without it. Your type changes to Outsider, and you gain a subtype appropriate to one of your blackfire pacts.

Bloatmage

Hemotheurges—more commonly and derogatorily referred to as bloatmages—are arcanists who believe there’s literal truth to the old aphorism that “magic runs in the blood.” By magically overriding their bodies’ fail-safes and producing more blood than they need, bloatmages are able to greatly increase their magical abilities, but at the cost of becoming grotesque, bloated masses of engorged flesh. Even more significant than any cosmetic changes, the stresses on a bloatmage’s body can prove dangerous to both them and those around them, for if the cephalic pressure on a bloatmage’s brain becomes too great, she flies into a murderous rage before falling unconscious and quickly bleeding out. Such obvious drawbacks keep most from walking the path of the bloated ascetics, but the bloatmages dismiss those detractors who lack the courage to follow in their footsteps, noting that in the pursuit of power and self-perfection, all other concerns are secondary. This bloodline supersedes the prestige class of the same name, from the Pathfinder Chronicles: City of Strangers, and also stands in for the Blood Magus prestige class from Complete Arcane.

Bonus Skills: Endurance, Heal.

Bonus Spells: 1stdiscern bloodlineRD or cure light wounds, 2ndbull’s endurance or death knell, 3rdvampiric touch, 4thburning bloodCA, 5ththalassemiaSW, 6th—summon nature’s ally VI (blood elemental: as huge water elemental), 7thbloodwalk (see below), 8thavascular massLM, 9thimplosion.

Bloodwalk

School: Conjuration [teleportation]

Level: Sorcerer (bloatmage) 7

Casting Time: 1 standard action

Components: Verbal, somatic

Range: Personal (and touch)

Targets: You (and entry and destination creatures)

Duration: 1 round (see below)

Saving Throw: None (or Fort negates; see below)

Spell Resistance: Yes

You can seamlessly enter any living creature (except an elemental, ooze, plant, undead, or other creature without blood or a similar fluid) of a size greater than or equal to yours and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two. You merely designates a direction and distance (“a living creature twenty miles due west of here”), and the spell transports you to a destination creature as close as possible to the desired location. You can’t specify a named individual as the endpoint unless you have previously obtained a sample of that creature’s blood and have it preserved in a vial that you carry. The entry and destination creatures need not be familiar to you. You cannot use yourself as an entry creature. If an intended entry creature is unwilling, you must make a successful melee touch attack to enter (you can Hold the Charge on a miss). When exiting a creature, you choose an adjacent square in which to appear. Entering and exiting a creature is painless unless you wish otherwise (see below). In most cases, though, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling.

If you desire, you can attempt to make a bloody exit from the destination creature. You burst forth explosively from the creature’s body, dealing 10d6 points of damage unless the creature makes a Fortitude save. When you make a bloody exit, you must succeed on a DC 15 Fortitude save or be stunned for 1 round from the shock of your expulsion.

Source: This spell emulates the Blood Magus’ prestige class feature of the same name from Complete Arcane.

Bonus Feats: Arcane Bond (homunculus familiar), Defiance, Diehard, Fast Recovery, Fell Weaken, Great Fortitude, Skill Focus (Heal), Toughness.

Bloodline Arcana: For the purpose of making a Concentration check to cast, concentrate on, or direct a spell when he might be distracted by damage, you subtract your class level from any hit point damage dealt to you by an attack that strikes you during the action (or whenever you are subject to a source of continuous damage, such as acid arrow). You still takes all the damage dealt to you, but the damage is less likely to affect your ability to cast, concentrate on, or direct spells successfully. This subsumes the Blood Magus’ “durable casting” prestige class feature from Complete Arcane.

Some bloatmages conduct constant rituals involving leeches or exsanguination in an attempt to regulate their systems. These rituals, which must be undertaken daily during spell preparation, give you the option of subtracting 1 point from any bloating rolls (see below) after the results are known, but at the price of a non-cumulative –2 penalty to Constitution. This penalty cannot be removed, save by abandoning the rituals for a day (also during spell preparation), which removes it immediately.

Eldritch Blast (Sp): Your eldritch blast is a gout of blood corrupted with arcane residue; it deals acid damage. Improved blast: Sickening Spell; greater blast: Fell Nausea.

Eldritch Resistances: Energy—bleed damage, desiccation damage; saving throws—polymorph and other transmutation effects, plus Endurance checks to stabilize when unconscious (at 19th level you automatically succeed). Damage reduction—bludgeoning.

Blood Pool (Ex): At 1st level, you gain a pool of blood points, representing an overload of your system with excess blood to extend your arcane abilities beyond their normal level. Your normal pool of blood points is equal to 1 + half your class level. Each day, when you rest to regain spells, you regain blood points up to 1 + half your class level but not beyond (so if a 14th level bloatmage currently has 8 points, he or she remains at 8 until the extra points are spent).

Blood points can be spent at the time of casting to cast a spell without using a spell slot. Retaining a spell slot in this manner costs a number of blood points equal to the spell’s level, and these points must be spent at the time of casting.

Bloat (Su): Starting at 9th level, you can exert yourself as a free action to instantly gain extra blood points, but doing so puts you at risk of a dangerous collapse. At 9th level, you can bloat once per day, gaining 1d6 blood points. At 13th and 18th levels, you can bloat an additional time per day, and the die size increases by 1 each time (1d8, and finally 1d10 at 18th level). This type of exertion is a dangerous gamble. If your current number of blood points is greater than 1 + half your class level but less than or equal to your class level, you gain the sickened condition. If your exertions push you beyond that, you immediately fly into a homicidal rage, striking out randomly with your most damaging attacks and abilities at friends and foes alike for 1d6 rounds or until your blood pool is reduced to 0 (whichever comes first). At the end of the rage, your blood points drop to 0, your hit points drop to –1, and you begin dying.

Absorb Bloodline (Su): Starting at 15th level, you can temporarily access all of the bloodline powers of a given sorcerer bloodline (as if you possessed that bloodline in addition to your own) by consuming blood tied to that bloodline. By drinking 1 pint of fresh blood (which inflicts 1 point of Constitution damage) from a sorcerer with the given bloodline or from a creature affiliated with that bloodline, you gain the ability to use the bloodline powers (but not bonus spells, feats, eldritch blast, and so on) as appropriate to your level for 1 hour. This ability is usable once per day and drinking the blood normally requires a full minute, but bloatmages with the Craft (Alchemy) skill can distill the blood into a potion-sized draught that can be stored and later consumed as a standard action.

In addition to sorcerers of the given bloodline, the following list presents a few examples of creatures whose blood is considered affiliated to a bloodline. There may be others who work equally well, at the players’ and referee’s discretion.

  • Aberrant: any aberration.

  • Abyssal: any chaotic evil outsider.

  • Arcane: any creature with an arcane spell or spell-like ability of at least 3rd level.

  • Celestial: any good outsider.

  • Destined: any creature able to cast divination spells.

  • Draconic: any dragon.

  • Elemental: any creature with an elemental or energy subtype (air, cold, earth, fire, water), provided it has flesh and blood (such as a salamander, but not a fire elemental).

  • Fey: any fey.

  • Infernal: any lawful evil outsider.

  • Undead: any undead creature with flesh and blood (such as vampires or ghouls, but not skeletons).

Blood Sacrifice (Sp): At 20th level, you gain the ability to use bloat, or even raw blood, to enhance your spells with metamagic. For each spell level increase that would normally be applied to a spell you are casting, you can expend 1 bloat point instead. If you have insufficient bloat points to cover the cost, you can use your own blood, taking Constitution damage equal to the number of spell levels to be ameliorated.

By touching a wounded creature (requiring a melee touch attack), you can use that creature’s blood to cover the spell cost instead; a Fortitude save prevents this transfer. You can attempt to stack metamagic feats until the spell level is higher than you can normally cast (10th or above), but unless the Constitution damage (on top of its existing wounds) kills the victim, this automatically fails. This ability supersedes the Blood Witch’s blood enhancement and sacrifice prestige class features, from Relics & Rituals (Sword & Sorcery Studios).

Boreal

You are either descended from inhabitants of the lands of ice and snow, or you gained your abilities through long nights of exposure out on the polar wastes. This bloodline is adapted from the bloodline of the same name from the Advanced Player’s Guide, and also by the similar one presented in The Genius Guide to Ice Magic (Super Genius Games).

Bonus Skills: Endurance, Survival.

Bonus Spells: 1stenlarge person (or enlarge self if not a humanoid), 2ndfog cloud, 3rdelemental auraAPG (cold only), 4thfire shield (chill shield only), 5thfreezing glanceFB, 6thfreezing sphere, 7thgiant form I, 8thpolar ray, 9th—comet swarm (as meteor swarm, but dealing cold damage).

Bonus Feats: Arcane Bond, Flash Frost Evocation, Great Fortitude, Piercing Cold Evocation, Skill Focus (Endurance), Spell Focus (cold), Toughness, or any [Winter] Domain feat.

Bloodline Arcana: Whenever you cast a spell that deals hit point damage, you can choose to have it deal cold damage instead of its normal damage type. When you use this ability, affected spells gain the [cold] subtype. If the spell has an effect in addition to damage, this effect is unchanged. You treat all spells of the [fire] subtype as if they were 1 level higher than is actually the case (thus, fireball is a 4th level spell for you).

Eldritch Blast (Sp): Your eldritch blast is a ray of frost; it deals cold damage (descendants of frost folk may have this ray emanate from one eye, although this need not be the case for all sorcerers with this bloodline). Improved Blast: Flash Frost Evocation; greater blast: Numbing Cold Evocation.

Eldritch Resistances: Energy and saving throws—special: you gain Favored Terrain (Arctic) with a bonus equal to 1 + the saving throw bonus you would normally receive; at 19th level the bonus improves to +8. Damage reduction—at 3rd level, a layer of icy rime on your skin grants you a +1 natural armor bonus (this increases by an additional +1 per 4 class levels thereafter).

Eldritch Touch (Sp): At 1st level, you can use your eldritch blast (q.v.) as a melee touch attack (you do not gain the ranged application until 2nd level, as normal).

Cold Steel (Su): At 9th level, all weapons you wield are treated as if they had the frost property. At 13th level, this improves to the icy burst property; at 17th level, add the keen property as well. You can bestow these properties by touch to one weapon or up to 50 pieces of ammunition as a standard action; this bestowal lasts for a number of rounds equal to your sorcerer level, during which time you lose the use of this ability.

Piercing Cold (Su): Starting at 15th level, your spells and powers dealing with frost are so cold they can affect even those resistant to the chill. You automatically apply the effects of the Piercing Cold Evocation feat (q.v.) to spells and spell-like abilities with the [cold] descriptor, without any increase in casting time or spell level.

Child of Ancient Winters (Su): At 20th level, you become immune to cold, fatigue, and exhaustion. In addition, you 50% Fortitude against sneak attacks and critical hits.

Broken Pattern

“You bear the image of the Broken Pattern within you.”

“And how do you conjure with this?”

“Through the imperfection. You summon the image, and it is like a dark well from which you draw power. But the break is always with you.”

“The break? I don't understand.”

“The flaw in the Pattern. It follows you through Shadow. It is always there beside you as you travel, sometimes as a hair-fine crack, sometimes a great chasm. It shifts about; it may appear suddenly, anywhere―a lapse in reality. This is the hazard for those of the Broken Way. To fall into it is the final death.” ―Roger Zelazny, Knight of Shadows (1989)

You are an initiate of the Broken Pattern, a scarred reflection of the Pattern of Amber that maintains the multiverse. This bloodline is loosely based on the second half of Roger Zelazny’s “Amber” series.

Bonus Skills: Perception, Planar Sense.

Bonus Spells: 1stshocking grasp, 2ndspectral hand, 3rdclairvoyance, 4thrainbow pattern, 5thteleport, 6thshadow walk, 7thplane shift, 8thscintillating pattern, 9thgate.

Bonus Feats: Arcane Blade, Imbue Item, Improved Counterspell, Iron Will, Power over Shadow, Quicken Spell, Skill Focus (Concentration), Skill Focus (Spellcraft).

Bloodline Arcana: The flaws in your image of the Pattern exist as flaws in your own magic as well. You receive no bloodline arcana ability.

Eldritch Blast (Sp): Your eldritch blast calls on the forces that come together at the Keep of the Four Worlds. The damage dealt is equal parts acid, cold, electrical, and fire damage. Improved blast: Energy Admixture (force); greater blast: up to 3 times per day you can deliver a spell through your eldritch blast, per the Blast Spell feat (Chapter 7).

Eldritch Resistances: Energy—choose one: acid, cold, electricity, or fire; saving throws—conjuration and evocation spells; damage reduction—magic (+1 at 3rd level, +2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th).

Magical Sight (Sp): Starting at 1st level, you can cast detect magic at will. While active, this power also provides you with darkvision 30 ft. (you perceive things as if there was a silvery, directionless illumination present, and cannot discern color). This ability automatically manifests as a free action whenever you cast spells, prepare spells, or use the Spellcraft skill, lasting 1 round. At 7th level, this magical vision improves to arcane sight instead of simply detect magic, and the range of your darkvision extends to 60 ft. At 14th level it improves again to greater arcane sight, with darkvision at a 90-ft. range.

Prepare Spells (Su): Starting at 9th level, you can prepare a single spell in advance as if you were a wizard, “hanging” it in your personal image of the Broken Pattern. This spell need not be one of your spells known, but if not, you must succeed at a Spellcraft check (DC 20 + level of the spell) to prepare the spell (on a failure, the spell slot and attempted spell are both lost). Preparing a spell uses one of your spells per day slots of the appropriate level. You can prepare the spell with any metamagic feat you know; if so, it uses a higher-level slot and can be cast using the normal casting time. You can prepare an additional spell at 13th and at 17th levels.

Dark Well (Su): Starting at 15th level, your personal image of the Broken Pattern intercepts magic targeting you, absorbing its power. You may absorb a number of levels of spells per day equal to your charisma bonus, as with a rod of absorption. Any unused absorbed spell energy is lost the next time you regain spells.

This ability applies only to effects that specifically target you or which must pass through your square as part of a line of effect. Effects requiring a melee touch attack cannot be absorbed. This ability does not function if you are flat-footed, denied your Dex bonus to AC, or whenever your magical sight is not currently active.

Fount of Power (Su): At 20th level, you can travel to the Keep of the Four Worlds and bathe in the Fountain of Power. This treatment deals 5d6 each acid, cold, electrical, and fire damage per round (this can be ameliorated with resist energy or protection from energy) and bestows the following abilities: 1st round: permanent +4 enhancement bonus to Strength; 2nd round: permanent +4 enhancement bonus to Constitution; 3rd round: permanent +4 enhancement bonus to Dexterity. Prolonging the ritual beyond 3 rounds confers the ability to teleport at will as a spell-like ability, but has a tendency to remove one’s humanity (i.e., you become an NPC villain under the referee's control). A Knowledge (the planes) check might reveal the following:

  • DC 15: The Keep of the Four Worlds sits at the confluence of four elemental planes; the power released by their collision is harnessed in a magical fountain.

  • DC 25: Those bathing in the Fount, if protected from energy, emerge with enhanced strength and stamina, and reflexes.

  • DC 35: Those who attempt to prolong their treatment lose their humanity, becoming cruel mockeries of their former selves.

Celestial

Your bloodline is blessed by a celestial power, either by a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate is your own to determine.

You are affected by spells and effects that target [good] aligned creatures, and you detect as such.

Bonus Skills: Diplomacy, Heal.

Bonus Spells: 1stbless, 2ndaid, 3rdremove curse, 4thneutralize poison, 5th—dispel evil, 6thgreater dispel magic, 7thholy word, 8thholy aura, 9thsummon monster IX (celestials and creatures with the celestial template only).

Bonus Feats: Combat Expertise, Extend Spell, Iron Will, Mounted Combat, Shared Shield, Skill Focus (Knowledge: the planes), Weapon Finesse, or any [Good] Domain feat.

Bloodline Arcana: You treat all cleric spells with “cure” in the name as if they were sorcerer/wizard spells of the same level. You do not automatically gain these spells as spells known, but can choose them as such when assigning known spells. You may also treat the following spells similarly: bless, remove disease, neutralize poison.

Eldritch Blast (Sp): Your eldritch blast is of heavenly fire, dealing half fire damage and half divine damage (not subject to energy resistance or immunity) against evil creatures. The blast heals creatures with an aura of good, rather than harming them. Good creatures can benefit from your heavenly fire a number of times per day equal to one-fourth your class level. Improved Blast: Blinding Spell (evil only); greater blast: Energy Admixture (holy), and neutral creatures, as well as evil ones, can be blinded.

Eldritch Resistances: Energy—acid and cold; saving throws—petrifaction and poison; damage reduction—silver or evil.

Soaring Soul (Ex): You gain Upper Planes as a favored terrain, as the Ranger class feature of the same name, with a bonus equal to half your class level (minimum +1).

Eldritch Touch (Sp): Also at 1st level, you can use your eldritch blast (q.v.) as a melee touch attack (you do not gain the ranged application until 2nd level, as normal).

Conviction (Su): Starting at 9th level, you gain one free hero point per day. Unlike normal hero points, these cannot be accumulated; if you start the next day with the previous day’s bonus point unspent, it is lost in favor of the new one.

Wings of Heaven (Su): At 15th level, you can grow feathered wings as a standard action, giving you a fly speed of 60 feet with good maneuverability. The wings can be dismissed as a free action.

Ascension (Su): At 20th level, you become infused with the power of the heavens. Your type changes to Outsider (Good). Your +10 favored terrain bonus gives you all the benefits of the Celestial simple template, and you gain the ability to speak with any creature that has a language (as per the tongues spell).

Chaos

Your ancestry extends to the Black Zone or to the very Courts of Chaos themselves. In addition to drawing on the power of Chaos, you can ultimately become an initiate of the Logrus, the shifting Sign of Chaos at the heart of the Courts. This bloodline is loosely based on the second half of Roger Zelazny’s “Amber” series. Note: the “official” Pathfinder version is the Protean bloodline (q.v.).

You are affected by spells and effects that target [chaotic] aligned creatures, and you detect as such.

Bonus Skills: Planar Sense, Survival.

Bonus Spells: 1stentropic shield, 2ndalter self, 3rdmagic circle against law, 4thconfusion, 5thsummon monster V (chaotic creatures only) or heightened vigorCD (4 hp/round), 6thshadow walk, 7thinstant summons, 8thmaze, 9thshapechange.

Bonus Feats: Arcane Bond (bonded item only—choose a wand, a weapon, or a specialist implement for any school of your choice, even though you are not a specialist wizard), Augment Summoning, Great Fortitude, Iron Will, Minor Shapeshift, Power over Shadow, Skill Focus (Planar Sense), or any [Chaotic] Domain feat.

Bloodline Arcana: You can manipulate the limbs of the Logrus as if they were extensions of your own arms. You can use mage hand at will as a spell-like ability; by spending unused spell slots of the indicated spell level, you can temporarily improve this ability as follows: 2ndspectral touch; 5th--telekinesis.

Eldritch Blast (Sp): Your eldritch blast carries the effects of absolute entropy; it deals negative energy damage. Improved Blast: Staggering Spell (vs. Lawful targets only); greater blast: Fell Drain.

Eldritch Resistances: Energy—negative energy; saving throws—polymorph and transmutation effects; damage reduction—silver.

Magical Sight (Sp): Starting at 1st level, you can cast detect magic at will. While active, this power also provides you with darkvision 30 ft. (you perceive things as if there was a silvery, directionless illumination present, and cannot discern color). This ability automatically manifests as a free action for 1 round whenever you cast spells, prepare spells, or use the Spellcraft skill. At 7th level, this magical vision improves to arcane sight instead of simply detect magic, and the range of your darkvision extends to 60 ft. At 14th level it improves again to greater arcane sight, with darkvision at a 90-ft. range.

Prepare Spells (Su): Starting at 9th level, you can prepare a single spell in advance as if you were a wizard, “hanging” it in your personal image of the Broken Pattern. This spell need not be one of your spells known, but if not, you must succeed at a Spellcraft check (DC 20 + level of the spell) to prepare the spell (on a failure, the spell slot and attempted spell are both lost). Preparing a spell uses one of your spells per day slots of the appropriate level. You can prepare the spell with any metamagic feat you know; if so, it uses a higher-level slot and can be cast using the normal casting time. You can prepare an additional spell at 13th and at 17th levels.

Chaos Form (Su): Starting at 15th level, as a full-round action, you can assume a demonic form suited to chaos environs. You have a single favored chaos form, chosen when you receive this ability, that duplicates the effects of a beast shape IV, elemental body IV, form of the dragon II, or giant form I spell.

Summon Primal Chaos (Sp): At 20th level, you gain the ability to summon primal chaos—a field of total entropy equivalent to a fixed disintegrate spell. As a full-round action, you can fill a 5-ft. cube; for each additional round you concentrate, an additional contiguous cube can be filled, to a maximum number of cubes equal to your Charisma score. Creatures and objects unable to move out of an affected square must make Fortitude saves each round as if targeted by a disintegrate spell. The field of chaos lasts for as long as you continue concentrating, and for 1 round thereafter.

Construct

You are something of a cyborg in that your “magic“ consists largely of devices, either separate or cunningly wrought into your own body. As you gain power and additional personal abilities, eventually your modifications become extreme enough that you are more construct than human. This bloodline can to some extent stand in for the Artificer base class from the Tome of Secrets (Adamant Entertainment), or can be used to create an “Iron Man”-like character.

Bonus Skills: Craft (any one), Disable Device.

Bonus Spells: 1stfist of stoneCA, 2ndmake whole, 3rdslow, 4thunbreakable constructUM, 5thrapid repairUM, 6thanimate objects, 7thcontrol constructUM, 8thiron body, 9thsummon constructPH2.

Bonus Feats: Arcane Bond (heavy armor), Arcane Armor Training, Craft Construct, Extend Spell, Great Fortitude, Heavy Armor Proficiency, Imbue Item, Skill Focus (any Craft).

Bloodline Arcana: Your “spells” manifest as the discharges of various technological devices you create. For example, a burning hands might be the result of a spray of oil followed by a flare, or a lightning bolt might come from a “galvanic ray gun.” You do not gain Eschew Materials as a bonus feat, and your spells always require material components. However, your spells have no verbal components, as if Silenced (but with no increase in casting time or spell level).

Eldritch Blast (Sp): Your eldritch blast deals fire damage. Improved blast: Energy Admixture (force); greater blast: your eldritch blast deals any proportion of fire and force damage that you choose (you may change the proportions as a swift action).

Eldritch Resistances: Energy—electricity; saving throws—disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue; damage reduction—adamantine.

Armored Chassis (Su): Starting at 1st level, you gain a +1 bonus to natural armor. This bonus improves by an additional +1 per 2 class levels thereafter, to a maximum of +10 at 19th level.

Bionic Man (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and again to +6 at 17th level.

Construct Affinity (Su): Starting at 15th level, you are affected by spells that affect constructs; this allows you to cast make whole, rapid repair, and unbreakable construct on yourself.

Half-Golem (Ex): At 20th level, your type changes to Construct. You have no Constitution score, and use your Strength modifier in place of your Constitution modifier when calculating your Fortitude save and hit points. You are immune to death effects, disease, necromancy effects, paralysis, sleep, stunning, 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, attribute damage, attribute drain, or energy drain. You are not at risk of death from massive damage. You are immune to spells and spell-like abilities that allow spell resistance.

Daemon

A daemon, or its influence, lurks somewhere along your family tree. Your powers derive from these soul-devouring fiends, who take pleasure and gain power from manipulating mortal frailties like aging, pestilence, famine, and the horrors of war. Your lineage gives you great insight into how to exploit the weaknesses of living beings and how to use leeched soul energy to enhance your wicked abilities. Source: Blood of Fiends; also draws from the Souldrinker prestige class from Book of the Damned, Vol. 3.

You gain the [evil] descriptor; you are affected by spells and effects that target evil-aligned creatures, and you detect as such.

Bonus Skills: Bluff, Heal.

Bonus Spells: 1stray of enfeeblement, 2ndtouch of idiocy, 3rdvampiric touch or bestow curse, 4thblight or contagion, 5thsummon monster V (1d4+1 cacodaemons or 1 ceustodaemon), 6thcircle of death, 7thwaves of exhaustion or creeping doom, 8thhorrid wilting, 9thsoul bind.

Bonus Feats: Arcane Bond (familiar; generally improved to a cacodaemon using the Thaumaturgist feat), Defiance, Fast Recovery, Great Fortitude, Sickening Spell, Skill Focus (Endurance), Soulcrafting, Thaumaturgist.

Bloodline Arcana: Whenever you cast a spell that kills an intelligent (Int 3+), you gain the effects of a death knell, as if you had killed the victim using that spell.

Eldrtich Blast (Sp): Like that of a daemon, your magic derives from painful and lingering death. Your eldritch blast deals nonlethal damage. Improved blast: Blast Spell (cup of dustAPG); greater blast: Fell Draining.

Eldritch Resistances: Energy—acid; saving throws—[afflictions] and [debilitation] effects that target physical attributes; damage reduction—good or silver.

Soul of Abaddon (Ex): At 1st level, you gain Lower Planes as a favored terrain (as the Ranger class feature of the same name), with a bonus equal to half your class level (minimum +1). You are affected by spells and effects that target [evil] aligned creatures, and you detect as such.

Sadism (Su): Starting at 9th level, you gain a luck bonus to attacks, saving throws, and skill checks equal to +1 per 10 points of damage you inflict that round; this bonus lasts until the end of your next turn. If you defeat a credible enemy without dealing damage (e.g., by petrifying it with a spell), you gain the bonus as if you had dealt its full remaining hp in damage. This is similar to the spell of the same name from the Book of Vile Darkness, but is always active and is a supernatural, rather than spell-like, ability.

Soul Pool (Su): Starting at 15th level, you can use enervation (range: touch) at will as a spell-like ability that does not provoke attacks of opportunity. Each negative level you inflict with this enervation or with your greater eldritch blast (starting at 16th level) counts as one energy level in a “soul pool” you maintain. These energy levels can thereafter be used as follows:

  • Recharge staff or wand: This works like recharging a staff in the normal manner, but instead of spell slots, you expends energy levels equal to the spell level needed.

  • Recover Spell Slot: As a full-round action, you can regain spent spell slots; this costs a number of energy levels equal to twice the level of the spell slot to be regained.

One with Abaddon (Su): At 20th level, your body embraces the unspeakable power of your daemon lineage. Reaching a +10 favored terrain bonus gives you the Fiendish simple template, granting you resistance to cold and fire 10 and spell resistance 25; your damage reduction becomes 10/silver and good. Your type changes to outsider, and you stop aging.

Deep Earth

The echoing cave-songs and the rumble and creak of primal spirits deep below the ground thrum in your soul and possibly in all your family line (which might include the blood of pechs or some other race of the deep subterranean places). You are likely slow, steady, and stable in your thinking, little prone to wandering and preferring to instead find depth in contemplation. Source: Advanced Player’s Guide.

Bonus Skills: Athletics, Profession (mining).

Bonus Spells: 1stexpeditious excavationAPG, 2nddarkvision, 3rdshifting sandAPG, 4thbladebaneUE (earth creatures, stone or metal constructs, or oozes only), 5thspike stones, 6thstone tell, 7threpel metal or stone, 8thearthquake, 9thclashing rocksAPG.

Bonus Feats: Blind-Fight, Earth Devotion, Great Fortitude, Imbue Item, Skill Focus (Perception), Skill Synergy (choose two: Escape Artist, Profession: Mining, Stealth), Still Spell, Tremor Step.

Bloodline Arcana: Whenever you and the target of one of your spells are both underground, increase the spell’s save DC by +1.

Eldritch Blast (Sp): Your standard eldritch blast takes the form of a thrown pebble (metamagic-shaped blasts may resemble a burst of stones, a spray of rock shards, or boulder rolling in a line). In any case, the eldritch blast deals bludgeoning damage. Improved blast: Toppling Spell; greater blast: Staggering Spell.

Eldritch Resistances: Energy—acid; saving throws—special: you gain Favored Terrain (Underground) with a bonus equal to 1 + the saving throw bonus you would normally receive; at 19th level the bonus improves to +8. Damage reduction—adamantine.

Fist of Stone (Sp): You gain a slam attack that deals 1d6 points of bludgeoning damage (1d4 if you are Small, 1d8 if you are Large), plus your Strength bonus. You can make iterative slam attacks if your base attack bonus allows. At 3rd level, and for every 2 class levels thereafter, treat your Strength as if it were 1 point higher than is actually the case for purposes of this attack only. For example, a 17th level earth bloodline sorcerer (BAB +8) with a 10 Str has slam attacks at Str 18 equivalent (+12/+7 melee, 1d6+4).

Rockseer (Su): At 9th level you can see through solid objects as if using a ring of x-ray vision for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.

Earth Glide (Ex): At 15th level, you can glide through any sort of natural earth or stone as easily as a fish swims through water, with a burrow speed equal to half your normal speed. You do not leave a tunnel or trace of your passage. You can use this ability for 1 minute per sorcerer level each day. The duration need not be continuous, but it must be used in 1-minute increments.

Elemental Power (Su): At 20th level, elemental power surges through your body. Your type changes to outsider (elemental), and you gain immunity to sleep, sneak attacks and critical hits. You can command or rebuke earth creatures as an evil cleric with the Command Undead feat commands undead, with an effective cleric level of 20th.

Deep One

Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command. This bloodline is adapted from the “Aquatic” bloodline in the Advanced Player’s Guide.

Bonus Skills: Athletics, Bluff.

Bonus Spells: 1sthydraulic pushAPG, 2ndslipstreamAPG, 3rdaqueous orbAPG, 4thgeyserAPG, 5thcontrol water, 6thacid fog, 7thsummon nature’s ally VII (greater water elemental), 8thseamantleAPG, 9thworld waveAPG.

Bonus Feats: Deep Intuition, Dodge, Improved Natural Armor, Innate Metamagic (Channel eldritch blast through touch), Silent Spell, Skill Focus (Athletics), Toughness, Water Devotion (see cleric domain spells).

Bloodline Arcana: Creatures you summon that have a swim speed or the [aquatic] or [water] type gain a +1 morale bonus on attack and damage rolls.

Eldritch Blast (Sp): Your eldritch blast desiccates those affected, dealing nonlethal damage. Those failing a Fortitude save are fatigued as well. Oozes, plants, and creatures with the aquatic or water subtype suffer lethal damage. Improved blast: Sickening Spell; greater blast: Fell Nausea.

Eldritch Resistances: Energy—cold; saving throws—poison, paralysis, and hold; damage reduction—piercing.

Aquatic Adaptation (Ex): You gain water (underwater) as a favored terrain, as the ranger class feature of the same name, with a bonus of +1 at 1st level. This bonus increases by +1 per 2 class levels after the first (maximum +10 at 19th level).

Aquatic Telepathy (Su): At 9th level, you gain telepathy (100 feet) and can communicate with creatures with a swim speed or the aquatic or water types regardless of intelligence. You may cast suggestion on such creatures a number of times per day equal to your Charisma modifier. This ability is telepathic and does not require audible or visual components. At 17th level, once per day you can telepathically call and request a service from an aquatic, water, or swimming creature as if using demand or greater planar ally.

Innsmouth Look (Ex): At 15th level, your eyes are huge and staring, appearing almost lidless. You gain true seeing as an exceptional ability that cannot be dispelled, and also have darkvision 60 ft. Unfortunately, you also gain light sensitivity, and are dazzled in areas of bright sunlight or within the radius of a daylight spell. When submerged in water, you gain blindsense 60 ft.

Deep One (Ex): At 20th level, your skin is visibly scaled, and your type changes to Monstrous Humanoid (aquatic, amphibious). You no longer age; barring death by violence or disease, you can live forever, but you cannot be raised or resurrected if killed. You gain continuous freedom of movement, even when not underwater. Underwater, you gain evasion and blindsight 120 feet.

Destined

You or your family are 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 power's origin, you have a great future ahead.

Bonus Skills: Endurance, Perception.

Bonus Spells: 1stbless, 2ndblur, 3rdprotection from energy, 4thfreedom of movement, 5thbreak enchantment, 6thmislead, 7thspell turning, 8thmoment of prescience, 9thforesight.

Bonus Feats: Beginner’s Luck, Defiance, Diehard, Heroic Defiance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Endurance or Knowledge: Lore).

Bloodline Arcana: Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.

Eldritch Blast (Sp): Your eldritch blast carries the weight of destiny. It deals nonlethal (subdual) damage. Improved blast: Fell Frighten, as those affected realize the helplessness of their cause; greater blast: Dazing Spell (premonitions of doom).

Eldritch Resistances: Energy—instead of a specific energy resistance, you gain evasion (as the rogue ability of the same name) at 3rd level, improved evasion at 11th level, and greater evasion at 19th level; saving throws—you gain an Alertness bonus equal to the saving throw bonus normally received, exactly as if you possessed that feat and a number of ranks in Perception equal to your class level +1; damage reduction—you gain uncanny dodge and the other abilities associated with the Alertness feat.

Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on armor class, attack rolls, skill checks, ability checks, and saving throws equal to half your sorcerer level (minimum 1) for 1 round. Alternatively, you bring a destiny of doom closer to enemies by touch. This allows you to use your eldritch blast (q.v.) as a melee touch attack; you do not gain the ranged application until 2nd level, as normal.

It Was Meant To Be (Su): Starting at 9th level, you gain one free Hero Point (Chapter 1) per day. Unlike normal hero points, these do not “save up”—any not used are lost at the end of the day. At 13th level, you gain two per day. At 17th level, you gain three per day.

Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Whenever you roll a natural “1” on a saving throw, roll again and use the second roll. In addition, once per day when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save; if successful, you are instead reduced to –1 hit points and are automatically stabilized.

Destiny Realized (Su): At 20th level, your moment of destiny is at hand. You are immune to critical hits. Any critical threats you score with a spell are automatically confirmed, and you automatically succeed at checks made to overcome spell resistance.

Div

You can trace your ancestry or training to one of the foul, corrupted genies known as divs. You are affected by spells and effects that target [evil] aligned creatures, and you detect as such. This bloodline is adapted from the one in People of the Sands.

Bonus Skills: Bluff, Knowledge (planes).

Bonus Spells: 1stdisguise self, 2ndtouch of idiocy, 3rdsummon monster III (doru div), 4thbestow curse, 5thinsect plague, 6thdisintegrate, 7thinsanity, 8thearthquake, 9thwish.

Bonus Feats: Blind-Fight, Empower Spell, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Bluff), Weapon Focus.

Bloodline Arcana: Whenever you deal damage to more than one creature with a spell or spell-like ability that affects an area, you gain a +1 profane bonus to the save DCs of your spells and spell-like abilities for 1d4 rounds.

Eldritch Blast (Sp): Your eldritch blast corrupts those it touches; it deals nonlethal damage and carries the effects of the Sickening Spell feat. Improved Blast: Disruptive Spell; greater blast: you can emit your eldritch blast as a 10-ft. aura for a number of rounds per day equal to your class level; these rounds need not be consecutive, but each activation requires a standard action.

Eldritch Resistances: Energy—fire; saving throws—poison; damage reduction—cold iron.

Spoiling Touch (Su): At 1st level, you can impose the broken condition upon one object by making a successful melee touch attack. Magical items or objects carried or worn by a creature are allowed a Fortitude save to resist this effect. Multiple uses of this effect do not stack.

Cursed Gaze (Su): At 9th level, you gain a gaze attack (30-ft. range) that causes victims to be shaken for 1 round (Will negates). Any creature under the effects of protection from evil is immune to your gaze.

Squander (Su): At 15th level, you gain the ability to force others to waste the opportunities they are given. At will as a standard action, you can cause a target within 30 feet to gain the staggered condition for a number of rounds equal to your sorcerer level. The duration is halved if the target makes a successful Will save.

Ahriman's Favor (Su): At 20th level, you are filled with Ahriman's wickedness. You gain acid resistance 10 and electricity resistance 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.

Domain

You have undergone an initiation similar to the ordainment of the priest of some god, or else one of your ancestors was such a priest (or a celestial servant of a god). In either case, the power of a specific divine domain resides in you. This concept can easily be modified for Incarnate mysteries as well.

Choose one domain (see Cleric document). Most of your bloodline powers are tied to the specifics of that domain.

Bonus Skills: As Archivist skill(s) for that domain, plus Knowledge (the planes).

Bonus Spells: As per the selected domain.

Bonus Feats: Arcane Armor Training, Deep Intuition, Domain Feat (any for your domain), Expanded Arcana (divine spell), Great Fortitude, Medium Armor Proficiency, Serenity, Skill Focus (Concentration or Knowledge: Religion).

Bloodline Arcana: When selecting new spells from your expanded arcana class feature or favored class bonus, you can choose spells from the cleric/archivist spell list as if they were sorcerer/wizard spells.

Eldritch Blast (Su): Rather than a standard eldritch blast, you gain the ability to channel energy (per the appropriate domain’s variant channeling, as an archivist with access to your domain). In place of blast metamagic bonus feats, you gain Channel feats instead. In addition, you treat channel energy as a spell-like ability for purposes of applying the Innate Metamagic feat.

  • Improved Blast: You gain Innate Metamagic, applied to your channeling, as a bonus feat. You may select any associated metamagic feat with a spell level cost of +1.

  • Greater Blast: You gain Innate Metamagic, applied to your channeling, as a bonus feat. You may select any associated metamagic feat with a spell level cost of +1 or +2.

Eldritch Resistances: Your resistances should reflect your domain in some way, subject to player and referee agreement. For example, a sorcerer with the Chaos domain might be resistant to negative energy (entropy), reduce insight bonuses used against him (along the lines of the Chaotic Mind feat) in place of a bonus on saving throws, and gain damage reduction overcome by lawfully-aligned weapons.

Minor Domain Power (Su): Per the 1st level granted power for your domain.

Domain Power (Su): At 9th level, you gain the 4th or 8th level power for your domain, with an effective archivist level equal to your sorcerer level.

Planar Body (Ex): Starting at 15th level, the divine forces you embody allow you to survive nearly anywhere in the multiverse. You are constantly protected as by an planar adaptation spell (Advanced Players Guide), except that this is an extraordinary, rather than a spell-like ability.

Domain Exemplar (Su): At 20th level, you gain the appropriate domain exemplar ability.

Draconic

At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins; alternatively, your service to dragons has lent you a fraction of their power. A battle sorcerer (Appendix B) with this bloodline makes an acceptable substitute for the Dragon Shaman from the Players Handbook II and the Dragon Disciple from the Core rules. The type of dragon determines your resistances and the effects of your eldritch blast, according the table.

Bonus Skills: Fly, Perception.

Bonus Spells: Choose by dragon type (or use one of the generic lists given).

Generic: 1stmage armor, 2ndresist energy, 3rdfly, 4thfear, 5thspell resistance, 6thvigorous circleCD, 7thsummon nature’s ally VII (juvenile black or green dragon, young blue or red dragon, or young adult white dragon), 8thdiscern location, 9thwish.

Linnorm: 1stmage armor, 2ndsee invisibility, 3rdarcane sight, 4thbestow curse, 5thspell resistance, 6thtrue seeing, 7thgreater arcane sight, 8thform of the dragon III, 9thforesight.

  • Black: 1stmage armor, 2nddarkness, 3rdplant growth, 4thacid pitAPG, 5thinsect plague, 6thmass suggestion, 7thsummon nature’s ally VII (juvenile black dragon), 8thmass charm monster, 9thwish.

  • Blue: 1stventriloquism, 2ndresist energy, 3rdfly, 4thhallucinatory terrain, 5thcall lightning storm or mirage arcana, 6thveil, 7thproject image, 8th—extended elemental aura (electricity; 1 hour/level), 9thsandstormSSt that also deals 2d6 fire/round.

  • Brass: 1stsleep or speak with animals, 2ndresist energy, 3rdsuggestion, 4th—blinding gust of wind, 5thcontrol winds, 6th—extended elemental auraAPG (fire; 10 min./level) or control weather, 7thsummon nature’s ally VII (juvenile brass dragon), 8thwhirlwind, 9thsummon djinni.

  • Bronze: 1stspeak with animals, 2nddetect thoughts or fog cloud, 3rdcreate food & water, 4thpolymorph, 5thcontrol water, 6threpulsion, 7thsummon nature’s ally VII (young bronze dragon), 8th—extended elemental auraAPG (electricity; 1 hour/level), 9thwish.

  • Copper: 1stgrease, 2ndhideous laughter, 3rdslow, 4thstone shape, 5thtransmute mud to rock/rock to mud, 6thmove earth, 7thsummon nature’s ally VII (young copper dragon), 8th—extended slow (1 hour/level, as an aura), 9thpower word: kill.

  • Gold: 1stbless, 2ndresist energy, 3rddaylight, 4thpolymorph self, 5thspell resistance, 6thgeas, 7thsummon nature’s ally VII (very young gold dragon), 8thsunburst, 9thforesight.

  • Green: 1stmage armor, 2ndplant growth, 3rdsuggestion, 4thcommand plants, 5thdominate person, 6thacid fog, 7thsummon nature’s ally VII (1d3 treants), 8thcontrol plants, 9thsummon nature’s ally IX (mature green dragon).

  • Red: 1stmage armor, 2ndpyrotechnics, 3rdsuggestion, 4thwall of fire, 5thwaves of fatigue, 6thfind the path, 7thsummon nature’s ally VII (young red dragon), 8thdiscern location, 9th—enlarged, extended elemental auraAPG (10’r., 1 hour/level).

  • Silver: 1stfeather fall, 2ndfog cloud, 3rdhold person, 4thpolymorph self, 5thcontrol winds, 6thcontrol weather, 7thspell turning, 8threverse gravity, 9th—enlarged, extended elemental auraAPG (cold; 1 hour/level, 10’r.).

  • White: 1stmage armor, 2ndfog cloud, 3rdgust of wind, 4thwall of ice, 5thfreezing fogCA, 6thcontrol weather, 7thsummon nature’s ally VII (young adult white dragon), 8thdiscern location, 9thwish.

Bonus Feats: Animal Devotion (serpent’s strike—linnorm bloodline only; you need not meet the prerequisite), Blind-Fight, Great Fortitude, Power Attack, Skill Focus (Fly, Knowledge: lore, or Perception), Staredown, Strength Training, Toughness.

Bloodline Arcana: Whenever you cast a spell or use a spell-like ability with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

Linnorm: If your bloodline is that of a linnorm, rather than a standard dragon, you instead curse those who harm you, just as a linnorm bestows a terrible curse on those who slay them. When an opponent damages you in combat, they must make a Will save or gain vulnerability to your energy type for a number of rounds equal to half your sorcerer level (minimum 1). An opponent who succeeds at his saving throw is immune to your curse ability for 24 hours.

Eldritch Blast (Sp): Your eldritch blast deals energy damage depending on the type of dragon in your bloodline, according to the following table (these energy types also apply to your resistances, and the type of energy damage carried by your claws at 13th level; see below).

  • Improved Blast: At 8th level, you gain Innate Metamagic (Shape Spell) applied to your eldritch blast as a bonus feat; the exact shape depends on your dragon type, and can be applied at will, making the shaped blast a breath weapon. When you become eligible for new feats, you can learn metabreath feats (Draconomicon) to apply to it.

  • Greater Blast: Starting at 12th level, your breath weapon carries an additional effect based on your dragon type, according to the table. This ability supersedes the draconic ray sorcerer variant from Dragon magazine, issue 332.

Eldritch Resistances: Energy—as appropriate to dragon type (see Table 2); saving throws—fear and paralysis (and you are immune to sleep effects); damage reduction—magic (+1); and you also gain a +1 bonus to your natural armor, which increases by an additional +1 per 4 levels after the 3rd (+5 natural armor at 19th level).

Table 2: Draconic Bloodlines

Dragon Type Energy Type Improved Blast Metamagic Greater Blast Effects
Black dragon Acid Shape Spell (ray to line) Sickening Spell
Blue dragon Electricity Shape Spell (ray to line) Blinding Spell
Brass dragon Fire Shape Spell (ray to line) Blast Spell (deep slumber)
Bronze dragon Electricity Shape Spell (ray to line) Explosive Spell
Copper dragon Acid Shape Spell (ray to line) Blast Spell (slow)
Green dragon Acid Shape Spell (ray to cone) Sickening Spell
Gold dragon Fire Shape Spell (ray to cone) Fell Weaken
Red dragon Fire Shape Spell (ray to cone) Blast Spell (waves of fatigue)
Silver dragon Cold Shape Spell (ray to cone) Blast Spell (mass hold person)
Steel dragon Ac id Shape Spell (ray to line) Blast spell (poison)
White dragon Cold Shape Spell (ray to cone) Flash Frost Evocation
Cairn linnorm Acid Shape Spell (ray to cone) Fell Drain
Crag linnorm Fire Shape Spell (ray to line) Burning Evocation
Fjord linnorm Cold Shape Spell (ray to line) Blast Spell (slow)
Gare linnorm Fire Shape Spell (ray to cone) Blast Spell (solid fog)
Ice linnorm Cold Shape Spell (ray to line) Numbing Cold Evocation
Taiga linnorm Electricity Shape Spell (ray to cone) Blast Spell (solid fog)
Tarn linnorm Acid Shape Spell (ray to cone) Fell Weaken
Tor linnorm Fire Shape Spell (ray to cone) Burning Evocation

Claws (Ex): 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, these claws are considered magic weapons for the purpose of overcoming damage reduction.

  • At 9th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small).

  • At 13th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit.

  • At 17th level, they have the energy burst property (additional energy damage on a critical hit).

.Dragon Form (Sp): Starting at 9th level, you can assume the form of a Medium dragon once per day. This works similarly to the druid’s wild shape ability, but duplicates the effects of a form of the dragon I spell. At 13th level, you can instead become a Large dragon (as per a form of the dragon II spell). At 17th level, you can become a Huge dragon (form of the dragon III).

Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. Your type changes from humanoid (or whatever it was previously) to dragon. You also gain blindsense 60 feet or continuous true seeing (your choice).

Dreamspun

You dream not as ordinary mortals do, but rather as those who reach through and touch the supernal realm of dreams and the farthest shores of night. Whether it is a gift or curse is not always clear, but your visions of the past and future call you ineluctably to a life of adventure. This bloodline, from the Advanced Player’s Guide, obviously draws flavor from H.P. Lovecraft’s “Randolph Scott” stories (The Dream-Quest of Unknown Kadath, etc.).

Bonus Skills: Knowledge (lore), Planar Sense.

Bonus Spells: 1stsleep, 2ndaugury, 3rddeep slumber, 4thdivination, 5thdream, 6thshadow walk, 7thvision, 8thmoment of prescience, 9thastral projection.

Bonus Feats: Bane Magic, Blind-Fight, Combat Expertise, Deep Intuition, Empower Spell, Improved Feint, Skill Focus (Perception), Transdimensional Spell.

Bloodline Arcana: Whenever you target a single creature with a spell, you gain an insight bonus equal to the spell’s level (minimum +1) to your AC and saving throws against any attack, spell, or spell-like ability used by that creature within the next round.

Eldritch Blast (Sp): Your eldritch blast deals nonlethal (subdual) damage, and also carries the effects of the lullaby spell, with the penalty to saves against sleep effects equal to the highest-level spell slot you have in reserve. You can also use lullaby at will as a spell-like ability. Improved Blast: Coercive Spell; greater blast: Bewitching Spell.

Eldritch Resistances: Energy—none; saving throws—instead of a racial bonus to saving throws, you gain a +1 insight bonus to initiative, which increases by an additional +1 per 4 levels after the 3rd (maximum +5 at 19th level); damage reduction—instead of damage reduction, you gain an insight bonus to AC equal to the initiative bonus.

Dream Allies (Sp): You can call creatures from your dreams to aid you in waking life. You gain summon monster I-IX as a racial suite of spell-like abilities (Chapter 7). Summoned monsters are limited to the following choices (and permutations thereof): I—entropic great horned owlPB3, II—ghoul or zoogPB3, III—ghast, IV—nightgauntPF64, V—voonithPB3, VI—shantakPB2, VII—colour out of spacePF46 or gugPB2, VIII—moon-beastPB3, IX—Leng spiderPB2.

Dreamshaper (Sp): At 9th level, you can manipulate the dreamscape of others, drawing forth or tampering with their subconscious minds. This power allows you to tamper with the target’s memories as if using modify memory, or you may ask questions as if using speak with dead upon a corpse. A successful Will save negates the effect. The DC of this save is modified as the nightmare spell. You can use this ability once per day at 9th level. At 13th level you can use this ability twice per day, and at 17th, three times per day.

Eye of Somnus (Sp): At 15th level, once per day as a full attack action you can project your consciousness as if using arcane eye. In addition, at any point you can cause the arcane eye to become visible as a free action. The eye can no longer be moved at that point, but it acts as a symbol of sleep to all who see it. Starting at 19th level, you may use this power twice per day.

Solipsism (Sp): At 20th level, you can drift into the dream world, fading from the world around you. You can become incorporeal as a move action for up to 1 minute per sorcerer level per day. You gain the incorporeal subtype and take only half damage from corporeal magical attacks (you take no damage from nonmagical weapons and objects). Your spells 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, and each use requires a move action to activate.

Elemental, Air

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.

Bonus Skills: Acrobatics, Fly.

Bonus Spells: 1stobscuring mist, 2ndresist energy, 3rdwind wall, 4thdefenstrating sphereCA, 5thtelekinesis, 6thcontrol winds, 7thwind walk, 8thsummon nature’s ally VIII (air elementals only), 9thelemental swarm (air).

Bonus Feats: Command/Turn Elemental, Dodge, Empower Spell, Improved Initiative, Lightning Reflexes, Skill Focus (Fly), Wind Stance, or any [Air] Domain feat.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electrical damage, changing the spell’s descriptor to [electrical].

Eldritch Blast (Sp): Your eldritch blast deals electrical damage. Improved blast: your enhanced blast also carries severe wind force, affecting those affected by the blast; greater Blast: At 16th level, this is equivalent to a windstorm to those affected. At 19th level, the winds are hurricane-force.

Eldritch Resistances: Energy—electricity (this overlaps with, rather than stacking with, the energy resistance granted by your favored planar terrain bonus); saving throws—special: you gain Favored Terrain (Elemental Plane of Air) with a bonus equal to 1 + the saving throw bonus you would normally receive; at 19th level the bonus improves to +8. Damage reduction—adamantine.

Feather Fall (Sp): You can use feather fall at will as a spell-like ability; this ability activates automatically if you fall while unconscious.

Elemental Body (Sp): Starting at 9th level, you can assume the form of a Small air elemental at will, as if by an elemental body I spell. Starting at 11th level, you can also become a Medium air elemental (as per an elemental body II spell). At 13th level, you can become a Large air elemental instead (as per an elemental body III spell). At 17th level, you can become a Huge elemental (elemental body IV).

Whirlwind Form (Su): At 15th level, you gain the ability to transform yourself into a whirlwind once per day as a standard action. You can remain in that form until you choose to re-assume your own. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. You control the exact height, but it must be at least 10 feet. In this form, you can move through the air or along a surface at a fly speed of 60 ft. Your movement while in whirlwind form does not provoke attacks of opportunity, even if you enter the space another creature occupies.

Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if you move into or through the creature’s space. Creatures one or more size categories smaller than you might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. An airborne creature can attempt a Fly check each round to escape the whirlwind. The creature still takes damage but can leave if the check is successful. The save and check DCs are equal to 23 + your Strength modifier.

Creatures trapped in the whirlwind cannot move except to go where you carry them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a casting check (DC 15 + 2 x spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a –2 penalty on attack rolls. You can have only as many trapped inside a whirlwind at one time as will fit inside its volume. You can eject any carried creatures whenever you wish, depositing them wherever the whirlwind happens to be.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on you and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a concentration check (DC 15 + 2 x spell level) to cast a spell.

While in whirlwind form, you cannot make melee attacks or cast spells, and you do not threaten the area around you.

Elemental Power (Su): At 20th level, elemental power surges through your body. Your type changes to outsider (elemental), and you gain immunity to sleep, sneak attacks and critical hits. You can command or rebuke air creatures as an evil cleric with the Command Undead feat commands undead, with an effective cleric level of 20th.

Elemental, Earth

You are descended from a creature of elemental earth, or have been exposed to some great power of elemental earth yourself. Regardless of the exact earth creature in your ancestry, you probably have a hardy, solid-looking body and dark coloration, and you might even exude an earthy smell. Stone giants produce long, lean descendants who tend to be shy but playful. The progeny of earth mephits are generally stubborn. Characters with gargoyle blood tend to be territorial and prone to violence, especially when it comes to protecting what is theirs.

Bonus Skills: Endurance, Profession (mining).

Bonus Spells: 1stmagic weapon, 2ndresist energy, 3rdstony graspCA, 4thstoneskin, 5thtransmute rock to mud, 6thmove earth, 7thsummon nature’s ally VII (earth elementals only), 8thearthquake, 9thelemental swarm (earth).

Bonus Feats: Command/Turn Elemental, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Overrun, Power Attack, Skill Focus (Profession: mining), or any [Earth] Domain feat.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to acid damage. This also changes the spell's type to [acid].

Eldritch Blast (Sp): Your standard eldritch blast takes the form of a thrown pebble (blasts shaped by metamagic may resemble a burst of stones, a spray of rock shards, or boulder rolling in a line). In any case, the eldritch blast deals bludgeoning damage.

  • Improved Blast: Starting at 8th level, up to 3 times per day, your eldritch blast deals 1d6 damage per sorcerer level you possess, regardless of what level spell slot you have available (if any).

  • Greater Blast: Explosive Spell. Use of this ability requires you to use the Shape Spell feat to make your eldritch blast into a line, cone, or burst).

Eldritch Resistances: Energy—acid (this overlaps with, rather than stacking with, the resistance granted by your favored planar terrain); saving throws—special: you gain Favored Terrain (Elemental Plane of Earth) with a bonus equal to 1 + the saving throw bonus you would normally receive; at 19th level, the bonus increases to +8. Damage reduction—adamantine.

Fist of Stone (Sp): You gain a slam attack that deals 1d6 points of bludgeoning damage (1d4 if you are Small, 1d8 if you are Large), plus your Strength bonus. You can make iterative slam attacks if your base attack bonus allows. At 3rd level, and for every 2 class levels thereafter, treat your Strength as if it were 1 point higher than is actually the case for purposes of this attack only. For example, a 17th level earth bloodline sorcerer (BAB +8) with a 10 Str has slam attacks at Str 18 equivalent (+12/+7 melee, 1d6+4).

Elemental Body (Sp): Starting at 9th level, you can assume the form of a Small earth elemental at will, as if by an elemental body I spell. Starting at 11th level, you can also become a Medium earth elemental (as per an elemental body II spell). At 13th level, you can become a Large earth elemental instead (as per an elemental body III spell). At 17th level, you can become a Huge elemental (elemental body IV).

Earth Power (Su): Starting at 15th level, as long as you are standing on stone or unworked earth (including normal soil), you can pull energy from the earth to you cast a bloodline spell or spell with the [earth] descriptor. When you cast a spell in this way, it requires a full-round action rather than a full attack action, but you use a spell slot one level lower than normal (e.g., you could use a 4th spell slot to cast wall of stone). You cannot use this ability on 1st level spells.

Elemental Power (Su): At 20th level, elemental power surges through your body. Your type changes to outsider (elemental), and you gain immunity to sleep, sneak attacks and critical hits. You can command or rebuke earth creatures as an evil cleric with the Command Undead feat commands undead, with an effective cleric level of 20th.

Elemental, Fire

The power of the element of fire 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.

Bonus Skills: Acrobatics, Knowledge (the planes).

Bonus Spells: 1staffect flamesAPM, 2ndpyrotechnics, 3rdprotection from energy, 4thfire shield, 5thgreater fireburstCA, 6thlingering flamesCM, 7thdelayed blast fireball, 8thsummon nature’s ally VIII (fire elementals only), 9thelemental swarm (fire).

Bonus Feats: Command/Turn Elemental, Dodge, Empower Spell, Improved Initiative, Lightning Reflexes, Skill Focus (Escape Artist), or any [Fire] Domain feat.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire damage. This also changes the spell's type to [fire].

Eldritch Blast: Your eldritch blast deals fire damage. Improved blast: Sickening Spell; greater blast: Burning Evocation (this stacks with the burn ability you gain from favored terrain at 19th level).

Eldritch Resistances: Energy and saving throws—special: you gain Favored Terrain (Elemental Plane of Fire) with a bonus equal to 1 + the saving throw bonus you would normally receive; at 19th level, the bonus increases to +8. Damage reduction—adamantine.

Touch of Fire (Su): At 1st level, you can use your eldritch blast (q.v.) as a melee touch attack (you do not gain the ranged application until 2nd level, as normal). Alternatively, as a swift action you can cause any weapon you wield to burst into flames for 1 round, causing it to deal an additional 1d6 points of fire damage (as a flaming weapon). Starting at 7th level, whenever you have a 4th or higher level spell slot remaining, the weapon deals additional damage equal to half your eldritch blast damage.

Elemental Body (Sp): Starting at 9th level, you can assume the form of a Small fire elemental at will, as if by an elemental body I spell. Starting at 11th level, you can also become a Medium fire elemental (as per an elemental body II spell). At 13th level, you can become a Large elemental instead (as per an elemental body III spell). At 17th level, you can become a Huge elemental (elemental body IV).

Searing Flames (Su): Starting at 15th level, your fires are so hot they can affect even those resistant to flames. You automatically apply the effects of the Searing Evocation feat (q.v.) to spells and spell-like abilities with the [fire] descriptor, without any increase in casting time or spell level.

Elemental Power (Su): At 20th level, elemental power surges through your body. Your type changes to outsider (elemental), and you gain immunity to sleep, sneak attacks and critical hits. You can command or rebuke fire creatures as an evil cleric with the Command Undead feat commands undead, with an effective cleric level of 20th.

Elemental, Water

The power of the element of water 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.

Bonus Skills: Athletics, Endurance.

Bonus Spells: 1stcreate water, 2ndfog cloud, 3rdwater breathing, 4thquench, 5thtransformation of the deepSW, 6thcontrol water, 7thwaterspoutSW, 8thsummon nature’s ally VIII (water elementals only), 9thelemental swarm (water).

Bonus Feats: Cleave, Command/Turn Elemental, Dodge, Empower Spell, Great Fortitude, Power Attack, Skill Focus (Knowledge: planes), or any [Water] Domain feat.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to cold damage. This adds the [cold, water] descriptors to the spell.

Eldritch Blast (Sp): Your eldritch blast carries the chill of the ocean depths; it deals cold damage. Improved blast: Flash Frost Evocation; greater blast: At 16th level, those affected by your eldritch blast experience a shock akin to drowning, and become exhausted for 1 round per 2 class levels you possess (a Fortitude save applies to be fatigued instead).

Eldritch Resistances: Energy—cold; saving throws—paralysis, poison, and stunning; damage reduction—adamantine.

Favored Terrain (Ex): At 1st level, you gain Favored Terrain (Elemental Plane of Water) with a +1 bonus. This bonus improves by an additional +1 per 2 class levels thereafter, to a maximum of +10 at 19th level.

Eldritch Touch (Sp): Also at 1st level, you can use your eldritch blast (q.v.) as a melee touch attack (you do not gain the ranged application until 2nd level, as normal).

Elemental Body (Sp): Starting at 9th level, you can assume the form of a Small water elemental at will, as if by an elemental body I spell. Starting at 11th level, you can also become a Medium water elemental (as per an elemental body II spell). At 13th level, you can become a Large elemental instead (as per an elemental body III spell). At 17th level, you can become a Huge elemental (elemental body IV).

Mantle of the Sea (Su): Starting at 15th level, your outline shifts like water; you gain the continuous effects of a blur spell. While submerged under water, this effect improves to a full displacement.

Elemental Power (Su): At 20th level, elemental power surges through your body. Your type changes to outsider (water elemental), and you gain immunity to sleep, sneak attacks and critical hits. You can command or rebuke water creatures as an evil cleric with the Command Undead feat commands undead, with an effective cleric level of 20th.

Far Realm

You or your ancestors have made pacts with the elder spawn of madness inhabiting the Far Realm. This bloodline supersedes the Alienist prestige class of the same name from Complete Arcane (a wizard-based version is also presented here as an esoteric branch of wizardry). You are affected by spells and effects that target [evil] aligned creatures, and you detect as such.

Bonus Skills: Knowledge (the planes), Planar Sense.

Bonus Spells: 1sttrue strike, 2nddetect thoughts, 3rdblink, 4thgreater invisibility, 5thfeeblemind, 6theyebite, 7thinsanity, 8thscintillating pattern, 9thgate.

Bonus Feats: Augment Summoning, Great Fortitude, Skill Focus (Planar Sense), Spell Focus (Conjuration), Thaumaturgist, or any [Madness] Domain feat. You can also choose any two metamagic feats in place of two other bonus feats.

Bloodline Arcana: Whenever you would use any summon monster spell to summon a creature with the celestial or fiendish template, it instead has the pseudonatural template (Complete Arcane). You cannot summon non-pseudonatural creatures (e.g., mephitis or howlers) with a summon monster spell. In place of any of your bloodline spells, you can instead learn a summon monster spell of the appropriate level.

Eldritch Blast (Sp): Your eldritch blast carries the inevitable decay of the sane universe; it deals negative energy damage. Improved blast: Entangling Spell; greater blast: Fell Nausea.

Eldritch Resistances: Energy—acid or electricity (choose one); saving throws—special (you gain a +1 insight bonus to all saves, but lose 2 points of Wisdom); damage reduction—magic (+1 at 3rd level, +2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th).

Arcane Bond (Su): At 1st level, you gain a familiar, as the wizard’s arcane bond. If you have the Thaumaturgist feat, you can add the pseudonatural template (Complete Arcane) at the cost of +1 CR.

Mad Certainty (Ex): At 9th level, your mad certainty in the power of entities beyond the reach of normal space and time lend you an unnatural, insane gaze. You gain a +4 racial bonus to Bluff checks, and on Charisma-based checks to influence or control Far Realms entities. However, constantly dwelling on such beings is mentally corrosive, and your mind begins to fracture. You take a —4 penalty on all Diplomacy and Handle Animal checks made to influence non-pseudonatural creatures.

Timeless Body (Ex): At 15th level, you learn the secret of perpetual youth. You no longer take attribute penalties for aging (any penalties already taken remain in place), and you cannot be magically aged. Unless you achieve 20th level before then, you are stolen away by horrible entities when your allotted time is up, and you are never seen again.

Alien Transcendence (Su): At 20th level, because of long association with alien entities and intense study of insane secrets, you transcend your mortal form and becomes an alien creature. You gain the pseudonatural template from Complete Arcane.

Fey

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage. You are affected by spells and effects that target [chaotic] creatures, and you detect as such.

Certain sorcerers gain their power through pacts with fey. These sorcerers, called “wild souls,” must swear allegiance either to the Seelie or Uneelie Court, gaining the [good] or [evil] alignment descriptor in the process. Wild souls have different bonus spells, bonus feats, and bloodline arcana effects than other fey-blooded sorcerers. These options supersede the Wild Soul prestige class from Complete Mage.

Bonus Skills: Escape Artist, Stealth.

Bonus Spells: 1stentangle, 2ndhideous laughter, 3rddeep slumber, 4thvigorCD, 5thtree stride, 6thmislead, 7thphase door, 8thirresistible dance, 9thshapechange.

Seelie Bonus Spells: 1stremove fear, 2ndhideous laughter, 3rdinvisibility sphere, 4thbreak enchantment, 5thbaleful polymorph, 6thtrue seeing, 7thprismatic spray, 8thsympathy, 9thtime stop.

Unseelie Bonus Spells: 1stlesser confusion, 2nddetect thoughts, 3rdbestow curse, 4thpoison, 5thendless slumberCM, 6thmass suggestion, 7thwaves of exhaustion, 8thhorrid wilting, 9thwail of the banshee.

Bonus Feats: Entangling Spell, Fleet, Improved Initiative, Lightning Reflexes, Skill Focus (Stealth), Spell Focus (Enchantment), Spell Focus (Illusion), Touch of Distraction.

Bloodline Arcana: Add summon nature’s ally spells (fey and magical beasts only) to your class spells list at the appropriate levels.

Eldritch Blast: Your eldritch blast deals nonlethal (subdual) damage; Improved blast: Coercive Spell; greater blast: Bewitching Spell.

Eldritch Resistances: Energy—none; saving throws—enchantments and illusions; damage reduction—cold iron.

Woodland Stride (Ex): You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Eldritch Touch (Sp): Also at 1st level, you can use your eldritch blast (q.v.) as a melee touch attack (you do not gain the ranged application until 2nd level, as normal).

Fleeting Glance (Su): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Magic (Su): At 15th level, you may reroll any check made to overcome spell resistance. You must decide to use this ability before the results are revealed. You must take the second result, even if it is worse. You can use this ability at will.

Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. Your type becomes Fey, rather than your former creature type, and you no longer age (existing ability score modifiers for aging remain, but additional modifiers do not accrue). You also gain low-light vision (if you did not already have it), and gain Mark of the Wild as a bonus feat. Finally, once per day, you can cast shadow walk as a spell-like ability.

Fey, Aquatic

Your ancestry contains an aquatic fey creature―or perhaps you dallied for a time with one yourself. The characteristics you display might depend in part on the kind of aquatic fey heritage you have.

Characters with aquatic fey bloodlines vary in appearance, but are almost always strikingly beautiful. Those descended from water nymphs typically have pointed ears, and non-elves often confuse them with elves. Descendants of sirines tend to be wistful, and—like their fey parent—often have a slight green tinge to their skin and silvery or light-green hair. Fossergrim-blooded characters are usually male, have light hair and striking blue eyes, and exude a rugged masculinity. Those descended from kelpies vary in appearance greatly but almost universally possess evil hearts filled with darkness. Characters with selkie blood typically have light gray, blond, or deep red hair, and often have slightly webbed hands and feet.

You are affected by spells and effects that target [chaotic] aligned creatures, and you detect as such.

Bonus Skills: Athletics, Escape Artist.

Bonus Spells: 1stcharm person, 2ndfog cloud, 3rdnixie’s lureARG, 4thsiren’s callSW, 5thfeeblemind, 6thcontrol water, 7thcontrol weather, 8thmass charm monster, 9thshapechange.

Bonus Feats: Combat Expertise, Deep Intuition, Dodge, Drowning Glance, Natural Spell, Skill Focus (Escape Artist), Spell Focus (Enchantment), Weapon Finesse.

Bloodline Arcana: Whenever you cast a spell or use a spell-like ability of the [charm] subschool, increase the spell's DC by +2.

Eldritch Blast (Sp): Your eldritch blast deals nonlethal (drowning) damage. Improved blast: Blast Spell (touch of idiocy); greater blast: three times per day you can apply the effects of a feeblemind spell to your unshaped eldritch blast.

Eldritch Resistances: Energy—none; saving throws—special: instead of a saving throw bonus, you gain Favored Terrain (Underwater) at a bonus equal to 1 + your saving throw bonus; at 19th level, the bonus increases to +8. Damage reduction—cold iron.

Mindless Touch (Su): At 1st level, you gain a touch attack, usable as a standard action that does not provoke an attack of opportunity. Any creature struck must save vs. Will or take 1d4 points of Intelligence damage. Whether or not the save is successful, that particular creature is immune to further uses of your mindless touch for 24 hours. Starting at 7th level, a saving throw no longer provides temporary immunity; you can use this ability on a particular creature any number of times per day. Starting at 13th level, there is no saving throw.

Fleeting Glance (Su): At 9th level, you can turn invisible for a number of rounds per day equal to your class level. This ability functions as greater invisibility. These rounds need not be consecutive, but each activation is a swift action.

Unearthly Grace (Su): Starting at 15th level, you add your Charisma bonus as a deflection bonus to Armor Class and CMD.

Soul of the Waters (Su): At 20th level, your soul becomes one with the world of the aquatic fey. Your type becomes Fey, rather than your former creature type, and you no longer age (existing ability score modifiers for aging remain, but additional modifiers do not accrue). You also gain low-light vision (if you did not already have it).

Genie, Djinn

Though few sages put much stock in myths that humanoids and genies share a common ancestor, there is no denying that the races are very similar in form. Characters with a djinni bloodline are often haughty but display great guile.

Bonus Skills: Craft (any one), Fly.

Bonus Spells: 1stenlarge person, 2ndinvisibility, 3rdgaseous form, 4thcreate food and water, 5thmajor creation (created vegetable matter is permanent), 6thwind walk, 7thplane shift, 8thwhirlwind, 9thwish.

Bonus Feats: Combat Reflexes, Dodge, Extend Spell, Great Fortitude, Improved Initiative, Skill Focus (Concentration), Skill Focus (Knowledge: the planes), Wind Stance.

Bloodline Arcana: You can use the wishes (verbal requests, not wish spells) of non-genie creatures other than yourself in place of the normal verbal components of your spells. A creature can make a wish as an immediate action at any time. You must be able to hear and understand a wish in order to use it as a spell component. A wish doesn't need to mention the name of a specific spell, but must describe an outcome that can be accomplished by casting a spell you know (for example, wishing to be bigger could supply the verbal component for enlarge person). You are under no compulsion to grant a creature's wish. Source: This simulates the Wishcrafter’s “wishbound arcana,” from the Advanced Race Guide.

Eldritch Blast (Sp): Your eldritch blast deals electrical damage. Improved blast: your enhanced blast also carries severe wind force, affecting those affected by the blast; greater Blast: this is equivalent to a windstorm to those affected.

Eldritch Resistances: Energy—acid; saving throws—special: you gain Favored Terrain (Elemental Plane of Air) with a bonus equal to 1 + the saving throw bonus you would normally receive; at 19th level, the bonus increases to +8. Damage reduction—magic (+1), and you also gain a +1 bonus to your natural armor, which increases by an additional +1 per 4 levels after the 3rd (maximum +5 at 19th level).

Feather Fall (Sp): You can use feather fall at will as a spell-like ability; this ability activates automatically if you fall while unconscious.

Genie’s Guile (Ex): At 9th level, you gain a +2 inherent bonus to your Wisdom. This bonus increases to +4 at 13th level, and again to +6 at 17th level.

Whirlwind Form (Su): As the Air Elemental bloodline power of the same name.

Genie Apotheosis (Ex): At 20th level, you become a true genie. Your type changes to Outsider, you gain the [air] subtype, and you stop aging. You can grant one wish per year to a mortal (not you, as you are no longer mortal), as you see fit.

Genie, Efreet

Characters with the bloodline of the efreet are most likely descended from slaves of that terrible and powerful race.

Bonus Skills: Craft (any one), Bluff.

Bonus Spells: 1stenlarge person, 2ndpyrotechnics or scorching ray, 3rdgaseous form, 4thwall of fire, 5thoverland flight, 6thpermanent image, 7thplane shift, 8thincendiary cloud, 9thwish.

Bonus Feats: Dodge, Empower Spell, Improved Initiative, Lightning Reflexes, Power Attack, Searing Evocation (standard or innate), Skill Focus (Concentration), Skill Focus (Knowledge: the Planes).

Bloodline Arcana: You can use the wishes (verbal requests, not wish spells) of non-genie creatures other than yourself in place of the normal verbal components of your spells. A creature can make a wish as an immediate action at any time. You must be able to hear and understand a wish in order to use it as a spell component. A wish doesn't need to mention the name of a specific spell, but must describe an outcome that can be accomplished by casting a spell you know (for example, wishing to be bigger could supply the verbal component for enlarge person). You are under no compulsion to grant a creature's wish.

Eldritch Blast (Sp): Your eldritch blast deals fire damage. Improved blast: Sickening Spell; greater blast: Burning Evocation.

Eldritch Resistances: Energy and saving throws—special: you gain Favored Terrain (Elemental Plane of Fire) with a bonus equal to 1 + the saving throw bonus you would normally receive; at 19th level, the bonus increases to +8. Damage reduction—magic (+1), and you also gain a +1 bonus to your natural armor, which increases by an additional +1 per 4 levels after the 3rd (maximum +5 at 19th level).

Heat [Reserve] (Ex): Starting at 1st level, as long as you have a 1st level spell slot uncast, your melee attacks deal an additional 1d6 points of fire damage. As you gain access to higher-level spells, this damage increases to 1d6 per 2 levels of the highest-level spell slot you have available and uncast. For example, at 17th level, if you have a 9th level spell slot available, your melee attacks deal an additional 4d6 fire damage.

Genie’s Might (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and again to +6 at 17th level.

Enlarge Self (Sp): At 15th level, you gain the ability to assume a larger form at will as a standard action. This duplicates the effects of a giant form I spell, granting a +6 enhancement bonus to Strength, a –2 penalty to Dexterity, a +4 enhancement bonus to Constitution, a +4 natural armor bonus, low-light vision, and a +10 foot enhancement bonus to your speed. You also gain darkvision 60 feet, and your resistance to fire increases to 30. This form lasts up to 1 round per class level.

Molten Blood (Su): At 20th level, the flames in your blood burn those who dare attack you: any creature striking you with a natural weapon, unarmed strike, or non-reach melee weapon takes fire damage per your heat ability (see above) with each blow, and must save vs. Reflex (DC 20) or catch on fire.

Genie, Marid

Of all the genies, marids most often take human lovers, whom they lure into the waters from the shore, promising riches, lavish palaces, and a life of indolence.

Bonus Skills: Athletics, Endurance.

Bonus Spells: 1stobscuring mist, 2ndinvisibility, 3rdwater breathing or quench, 4thcontrol water, 5thpersistent image, 6thelemental body III (water), 7thplane shift, 8thgiant form II, 9thwish.

Bonus Feats: Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Initiative, Power Attack, Skill Focus (Concentration), Skill Focus (Knowledge: the Planes).

Bloodline Arcana: You can use the wishes (verbal requests, not wish spells) of non-genie creatures other than yourself in place of the normal verbal components of your spells. A creature can make a wish as an immediate action at any time. You must be able to hear and understand a wish in order to use it as a spell component. A wish doesn't need to mention the name of a specific spell, but must describe an outcome that can be accomplished by casting a spell you know (for example, wishing to be bigger could supply the verbal component for enlarge person). You are under no compulsion to grant a creature's wish.

Eldritch Blast (Sp): Your eldritch blast is a jet of water, dealing bludgeoning damage. Improved blast: Blast Spell (hydraulic push); greater blast: Blinding Spell.

Eldritch Resistances: Energy—cold; saving throws—paralysis, petrifaction, and stunning; damage reduction—magic (+1), and you also gain a +1 bonus to your natural armor, which increases by an additional +1 per 4 levels after the 3rd (maximum +5 at 19th level).

Favored Terrain (Ex): At 1st level, you gain favored terrain (Elemental Plane of Water), as the ranger class feature of the same name, with a +1 bonus. This bonus improves by an additional +1 per 2 class levels thereafter (maximum +10 at 19th level).

Eldritch Touch (Sp): Also at 1st level, you can use your eldritch blast (q.v.) as a melee touch attack (you do not gain the ranged application until 2nd level, as normal).

Genie’s Might (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and again to +6 at 17th level.

Mantle of the Sea (Su): Starting at 15th level, your outline shifts like water; you gain the continuous effects of a blur spell. While submerged under water, this effect improves to a full displacement.

Mantle of the Sea (Su): At 20th level, you forsake the land to claim an undersea realm of your own. Your type changes to outsider, and you gain the [water] subtype. You can also call aquatic minions to do your bidding. You gain nine spell levels per day worth of summon nature’s ally (aquatic only) as a spell-like ability. These uses can be divided as you see fit (e.g., one summon nature’s ally IX spell, two summon nature’s ally IV spells and a summon nature’s ally I spell, etc.).

Genie, Shaitan (Dao)

Bonus Skills: Craft (any one), Profession (mining).

Bonus Spells: 1sttrue strike, 2ndglitterdust, 3rdmeld into stone, 4thstoneskin, 5thwall of stone, 6thstone tell, 7thplane shift, 8thearthquake, 9thwish.

Bonus Feats: Explosive Spell, Favored Terrain (Plane of Earth or underground), Great Fortitude, Improved Bull Rush, Improved Initiative, Power Attack, Skill Focus (Concentration), Skill Focus (Knowledge: the Planes).

*Synergy: If your base attack bonus is +6 or higher and you have the Improved Bull Rush feat and a spell slot of at least 3rd level remaining, if you bull rush a target into a stone barrier you can activate meld into stone on that opponent as a free action. The target must succeed at a Reflex save (DC 13 + your Strength bonus) or be trapped in the stone until it breaks free (which requires a full round action and a Fortitude save at the DC listed above). This ability simulates the shaitan’s “stone curse” from the Pathfinder Bestiary.

Bloodline Arcana: You can use the wishes (verbal requests, not wish spells) of non-genie creatures other than yourself in place of the normal verbal components of your spells. A creature can make a wish as an immediate action at any time. You must be able to hear and understand a wish in order to use it as a spell component. A wish doesn't need to mention the name of a specific spell, but must describe an outcome that can be accomplished by casting a spell you know (for example, wishing to be bigger could supply the verbal component for enlarge person). You are under no compulsion to grant a creature's wish.

Eldritch Blast (Sp): Your standard eldritch blast takes the form of a thrown pebble (blasts shaped by metamagic may resemble a burst of stones, a spray of rock shards, or boulder rolling in a line). In any case, the eldritch blast deals bludgeoning damage. Improved blast: Toppling Spell; greater blast: Staggering Spell.

Eldritch Resistances: Energy—electricity; saving throws—special: you gain Favored Terrain (Elemental Plane of Earth) with a bonus equal to 1 + the saving throw bonus you would normally receive; at 19th level, the bonus increases to +8. Damage reduction—magic (+1), and you also gain a +1 bonus to your natural armor, which increases by an additional +1 per 4 levels after the 3rd (maximum +5 at 19th level).

Fist of Stone (Su): You gain a slam attack that deals 1d6 points of bludgeoning damage (1d4 if you are Small, 1d8 if you are Large), plus 1½ times your Strength bonus. At 3rd level, and for every 2 class levels thereafter, treat your Strength as if it were 1 point higher than is actually the case for purposes of this attack only. For example, a 17th level shaitan bloodline sorcerer (BAB +8) with a 10 Str has a slam attack with the equivalent of an 18 Strength (+12 melee, 1d6+6).

Might of the Earth (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and again to +6 at 17th level.

Grounded (Ex): At 15th level, you gain tremorsense 60 ft. The range of this ability increases by 10 ft. per level thereafter, to a maximum of 110 ft. at 20th level.

Genie Apotheosis (Ex): At 20th level, you become a true genie. Your type changes to Outsider, you gain the [earth] subtype, and you stop aging. You can grant one wish per year to a mortal (not you, as you are no longer mortal), as you see fit

Giant

In ages past in the Northlands, giants mingled more freely with smaller humanoids. Gifted with a mighty stature beyond that of most men, the traits of your giant ancestor become even more pronounced as you progress in power. If you wish to determine your character's height and weight randomly, a Medium giant bloodline sorcerer’s base height is 6'4" (male) or 6'0" (female), and your base weight is 210 lb. (male) or 170 lb. (female).

Bonus Skills: Athletics, Endurance.

Bonus Spells: 1stenlarge person, 2ndbull’s strength, 3rddispel magic, 4thlesser globe of invulnerability, 5thtransmute rock to mud, 6thchain lightning, 7thgiant form I, 8thsummon nature’s ally VIII (1d4+1 hill or stone giants, or 1d3 frost or fire giants, or 1 cloud giant), 9thcrushing hand.

Bonus Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Overrun, Overhand Chop, Power Attack, Reach Spell, Skill Focus (Spellcraft).

Bloodline Arcana: Giantish mages (called the “Ka-Namol” in the Giant tongue) cast spells with broader effects. The area of the any area-affect evocation spell you cast increases by 50 percent. Source: Arcana Evolved (Malhavoc Press).

Eldritch Blast (Sp): Your standard eldritch blast takes the form of a thrown rock (blasts shaped by metamagic may resemble a burst of stones, a spray of rock shards, or boulder rolling in a line). In any case, the eldritch blast deals bludgeoning damage. Improved blast: Toppling Spell; greater blast: Staggering Spell.

Eldritch Resistances: Energy—per giant type (acid for hill giants, stone giants, and mountain giants; cold for frost giants and taiga giants; fire for fire giants; electricity for cloud giants and storm giants); saving throws—exhaustion, fatigue, and massive damage; damage reduction—you gain Deflect Arrows as a bonus feat, even if you do not meet the prerequisites. For purposes of that feat only, you have 1 virtual rank in Sleight of Hand, and treat your base attack bonus as equal to your class level (if it is normally lower).

Powerful Build (Ex): Your physical stature lets you function in many ways as if you were one size category larger. You gain a +1 size bonus to your Combat Maneuver Bonus. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change your size category.

Giant’s Might (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Forceful Attacks (Ex): At 15th level, you gain Awesome Blow as a bonus feat, even if you do not meet the prerequisites.

Giant Size (Su): At 20th level, you come into the full growth of your giant ancestry. Your size becomes Large, and you permanently gain the benefits of a giant form II spell: a +8 enhancement bonus to Strength, a –2 penalty to Dexterity, a +6 enhancement bonus to Constitution, a +6 natural armor bonus, low-light vision, and a +10 foot enhancement bonus to your speed. You also gain rock catching and rock throwing ability (range 120 feet, 2d10 damage). If your giant ancestor has immunity or resistance to one element, you gain that immunity or resistance. If the giant has vulnerability to an element, you gain that vulnerability.

Goblin

One of your ancestors was a hobgoblin loremaster or a pukje (goblin wizard) of the mountains—or possibly even a barghest. Alternatively, you might have been stolen by goblins as a baby and raised as one of them for a time.

Bonus Skills: Handle Animal, Stealth.

Bonus Spells: 1streduce person, 2ndinvisibility, 3rdblink, 4thdimension door, 5thpasswall, 6thsummon monster VI (2-5 fiendish dire wolves), 7thproject image, 8thmass charm monster, 9thenergy drain.

Bonus Feats: Dodge, Improved Initiative, Leadership (goblins, hobgoblins, bugbears, wolves, worgs, dire wolves, etc.), Lightning Reflexes, Silent Spell, Skill Focus (Concentration), Skill Focus (Stealth), Thaumaturgist.

Bloodline Arcana: Your spells are more effective against unwary foes. The save DC (if any) for your sorcerer spells improves by +1 if you cast at a foe who would otherwise be denied a Dexterity bonus to AC against your attacks. However, you powers taint your being; starting at 5th level, you are affected by spells and effects that target evil-aligned creatures, and you detect as such.

Eldritch Blast (Sp): Your eldritch blast is a wave of despair that deals nonlethal (subdual) damage. Improved blast: Fell Frighten; greater blast: those failing Will saves are panicked rather than shaken (and are still shaken on a successful save).

Eldritch Resistances: Energy—fire; saving throws—disease and poison; damage reduction—silver.

Darkvision (Ex): At 1st level, you gain darkvision to a range of 30 ft. (if you already have darkvision, its range increases by 30 ft.).

  • At 7th level the range increases by an additional 30 ft. You can also see in areas of shadowy illumination clearly without suffering the standard penalties.

  • At 13th level you gain the scent ability.

  • At 19th level, the range of your darkvision increases by an additional 30 ft., and you can see through any form of magical darkness.

Eldritch Touch (Sp): Also at 1st level, you can use your eldritch blast as a melee touch attack (you do not gain the ranged application until 2nd level, as normal).

Wolf Form (Su): Starting at 9th level, at will you can take the form of a Large dire wolf, as if under a beast shape II spell, or of a Medium worg, as if by the beast shape III spell.

Feed (Su): Starting at 15th level, once per level you can devour a humanoid's corpse as a full-round action. Doing so grants you an inherent bonus of +1 to Strength or Constitution. These bonuses stack, so that at 20th level, after devouring five humanoids, you have a total of +5 points, divided between Strength and Constitution. Creatures devoured in this way cannot be brought back by a raise dead spell; a resurrection or true resurrection is needed.

Greater Barghest (Su): At 20th level, you come into your full powers. Your type becomes Outsider, and you gain spell resistance 31. You can plane shift once per day to Gehenna or back as a spell-like ability.

Hag

Misfortune, pestilence, and nightmares follow your family like vermin drawn to carrion. Somewhere in your family history, a hag’s foul influence entered your bloodline. You may actually be related to the hag, or you may still be suffering the effects of a curse that a hag laid upon your kin in generations past. If you are female, you might have been “adopted” by a hag and narrowly avoided becoming one of them. In any event, now the hag’s powers are part of your heritage. This bloodline has been merged with the “Accursed” bloodline from the Ultimate Magic supplement.

Bonus Skills: Bluff, Perform (acting).

Bonus Spells: 1stdisguise self, 2ndtouch of idiocy, 3rdray of exhaustion, 4thbestow curse, 5th—baleful polymorph, 6theyebite, 7thforcecage, 8thmind blank, 9thenergy drain.

Bonus Feats: Blind-Fight, Imbue Item, Great Fortitude, Leadership (ogres, hags, hagspawn, and hill giants), Skill Focus (Craft: alchemy), Toughness, Two-Weapon Strike (claws only), Vital Strike.

Bloodline Arcana: You count as a hag for the purpose of joining a hag’s coven. In addition, whenever you are within 30 feet of another sorcerer with this bloodline or a witch with the coven hex, you can use the Aid Another action to grant a +1 circumstance bonus to the other spellcaster’s Concentration (and effective caster level) for 1 round.

Eldritch Blast (Sp): You can focus the power of the Evil Eye on your enemies, dealing negative energy damage. Improved Blast: Staggering Spell (3/day only); greater blast: once per day, a creature damaged by your unshaped eldritch blast must succeed at a Fortitude save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the Evil Eye.

Eldritch Resistances: Energy—negative energy; saving throws—charm and [fear]; damage reduction—bludgeoning.

Claws (Ex): Starting at 1st level, you can make two claw attacks as a full-attack action. These claws are treated as natural weapons, meaning that you are always considered armed and you do not gain additional attacks for a high base attack bonus. These attacks deal 1d6 points of damage plus your Strength modifier (1d4 if you are Small). Starting at 11th level, a hit from one of your claws also deals 1 point of Strength damage.

Hideous Strength (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and again to +6 at 17th level.

Dream Walking (Sp): Starting at 15th level, once per day you can enter the ethereal plane as a spell-like ability. This functions like ethereal jaunt, but lasts up to 1 minute per 2 class levels you possess. Once during this trip, you may cast nightmare as a spell-like ability on a creature you see on the Material Plane. (This is an exception to the normal rule that ethereal creatures cannot affect targets on the Material Plane).

Hagblood (Su): At 20th level, your type changes to Monstrous Humanoid. You gain darkvision 60 ft. (if you do not already possess it) and spell resistance 31.

Incantatrix

Unlike the Abjuration specialist described in Magic of Faerun and the Players Guide to Faerun, the Incantatrix as described here draws more heavily from Clive Barker’s Weaveworld. Many of the abilities of the Forgotten Realms prestige class are retained, in order to round out the bloodline abilities. An Incantatrix in the Aviona campaign must be female, although male equivalents (“Incantatars”) may be included in other campaign settings.

Bonus Skills: Planar Sense, Spellcraft.

Bonus Spells: 1stchill touch, 2ndEnkili’s prankRR, 3rddispel magic, 4thghost touch weaponLM, 5thwall of force, 6thghost trapLM, 7thsoulstrikeRR, 8thcreate greater undead, 9thenergy drain.

Bonus Feats: Imbue Item, Improved Counterspell, Iron Will, Skill Focus (Planar Sense), Transdimensional Spell. Also, each time you gain a new bloodline feat, you can select any metamagic feat (Chapter 7) instead.

Bloodline Arcana: Your powers are drawn from the Menstruum; you must abstain from sex with men or lose all spell slots (and your eldritch blast ability) for the next month. While your powers are intact, you gain a +2 competence bonus to all Concentration checks made to dispel magic, or as caster level checks to harm, banish, or overcome the spell resistance of outsiders.

Eldritch Blast (Sp): You are imbued with the power of the Menstruum, an unholy manifestation of ectoplasmic blood with which you can blast your enemies. This deals negative energy damage. Improved blast: up to 3 times per day, your eldritch blast deals 1d6 damage per class level you possess, regardless of whether you have any spell slots remaining. Greater Blast: Disruptive Spell.

Eldritch Resistances: Energy—negative energy; saving throws—death effects and energy drain; damage reduction—bludgeoning or slashing.

Drain Item (Sp): As a full-round action, you can drain a charge from a magic item (potions, wands, staves, or other 1-use or charged item), using the magic to heal yourself. If the item drained is a staff, the spell level is that of the lowest-level spell that uses a single charge. You gain 1d6 hit points per spell level of the potion or charge drained. If you have reached your maximum hit points, any additional hit points acquired are temporary hit points (maximum +1 per class level) that disappear after 10 minutes.

You can use this ability on magic items held by other creatures, but this requires a melee touch attack that provokes an attack of opportunity. The creature holding the item is entitled to a Will save to prevent the charge or item from being drained.

Metamagic Adept (Ex): Starting at 9th level, the spell level adjustment for metamagic feats you apply to your spells is reduced by 1 (minimum +1 level). For every 3 class levels you possess, you can defray metamagic costs up to 1 spell level per day in this manner.

Retroactive Metamagic (Su): Starting at 15th level, you can apply metamagic feats you possess to spell effects that are already in place. For example, you could use Extend Spell to extend the duration of a wall of force or Maximize Spell to maximize the damage dealt by a cloudkill. To use this ability, you must be adjacent to or within the spell effect and make a successful Spellcraft check at DC 18 + (3 × modified spell level). “Modified spell level” is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Spell slot increases for metamagic feats that were applied to affect the spell’s casting (such as Still Spell, Silent Spell, or Quicken Spell) do not count toward the modified spell level, but adjustments for metamagic that change the spell’s effect (such as Empower Spell, Enlarge Spell, or Widen Spell) do count. The cost of the metamagic applies against your metamagic mastery capacity (see above).

Snatch Spell (Su): At 20th level, you can attempt to seize control over a spell effect created by another spellcaster. The effect can be one that depends on concentration, or that relies on or responds to the caster’s control (such as a summon monster spell or spiritual weapon, but not a wall of fire, for example). Furthermore, the effect (but not necessarily the spellcaster) must be within 30 feet of you. The target spellcaster and you make opposed concentration checks (a divine spellcaster receives a +2 bonus on this check). If you win, you gains control of the spell until its original duration expires. The spell functions as though you had cast it, except that any variables determined when the spell was cast (including its caster level) remain as determined by the caster. The original caster can be affected by his own spell, though he receives a +2 circumstance bonus on any saving throw allowed against it.

Infernal

Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit. You are affected by spells and effects that target [lawful] and/or [evil] aligned creatures, and you detect as such.

Bonus Skills: Diplomacy, Profession (admin).

Bonus Spells: 1stprotection from good, 2ndscorching ray, 3rdsuggestion, 4thvigorCD, 5thdominate person, 6thplanar binding (devils and creatures with the fiendish template only), 7thgreater teleport, 8thpower word: stun, 9thmeteor swarm.

Bonus Feats: Blind-Fight, Extend Spell, Iron Will, Hell’s Corruption [Domain], Skill Focus (Knowledge: the planes), Skill Synergy (Bluff, Perform: Acting), Skill Focus (Concentration), Thaumaturgist.

Bloodline Arcana: Whenever you cast a spell of the [charm] sub-school, increase the spell's DC by +2.

Eldritch Blast (Sp): You can unleash a blast of hellfire, dealing fire damage. Improved blast: Energy Admixture (unholy); greater blast: Empower Spell.

Eldritch Resistances: Energy—fire; saving throws—special; instead of a saving throw bonus, you gain Favored Terrain (Lower Planes) with a bonus equal to 1 + the saving throw bonus you would normally receive; at 19th level, the bonus improves to +8. Damage reduction—silver or good.

Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack that does not provoke an attack of opportunity. This effect persists for a number of rounds equal to half your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can combine this ability with the effects of your eldritch blast (q.v.) as a melee touch attack.

Smite Good (Su): Starting at 9th level, you can designate a good-aligned creature as the target of this power as a swift action. Thereafter, you gain a profane bonus to attack rolls and AC against that creature equal to your Charisma bonus, and a damage bonus equal to twice your class level. Your weapon or natural attacks also automatically bypass any damage reduction possessed by that target. These bonuses apply even to spells with attack rolls and/or that cause damage, and last until that opponent is dead or until the next time you rest. You can use this ability once per day at 9th level, and an additional time per day per 4 levels thereafter (maximum 3/day at 17th level).

On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.

Power of the Pit (Su): At 20th level, your form becomes infused with vile power. Your favored terrain bonus increases to +10, granting you the Fiendish simple template, and you gain the ability to see perfectly in darkness of any kind to a range of 60 feet. Those killed by your eldritch blast must save vs. Will or have their souls damned to Hell in a burst of brimstone (add a +20 profane bonus to the resurrection survival check, if raised by a non-evil spellcaster).

Maestro

The spiritual power of song runs strongly through your family line. This may be the result of ancient pacts made with azata patrons, or even an inheritance from a lillend or trumpet archon ancestor. It could also be the lingering taint of a less savory heritage, such as from a harpy or a forefather driven to madness by the disquieting gibbering of a shoggoth. However it came to be, your family’s artistic bent shows itself strongly in your magic. This bloodline is from Ultimate Magic, modified somewhat here so as to facilitate multiclassing with the bard class.

Bonus Skills: Knowledge (linguistics), Perform (Music).

Bonus Spells: 1stventriloquism, 2ndhideous laughter, 3rdsuggestion, 4thshout, 5thdominate person, 6thmass suggestion, 7thpower word: blind, 8th—greater shout, 9thwail of the banshee.

Bonus Feats: Arcane Bond (musical instrument; see under Bardic Lore), Arcane Defense (enchantment), Deep Intuition, Disguise Spell, Skill Focus (Perform), Skill Synergy (Bluff, Diplomacy), Spell Focus (enchantment), Still Spell.

Bloodline Arcana: If you have levels in bard, your sorcerer level provides Full synergy when calculating your number of rounds of bardic inspiration per day and your college.

Eldritch Blast (Sp): Your eldritch blast deals sonic damage (this can be represented as a pneuma―an explosion of breath―as the Maestro Sartori used in Clive Barker’s Imagica). Improved Blast: Shape Spell; greater blast: Deafening Spell), applied to your eldritch blast, as a bonus feat.

Eldritch Resistances: Energy—sonic; saving throws—bardic inspirations and bard spells, sonic effects, symbols, glyphs, and magical writings of any kind; damage reduction—magic (+1 at 3rd level, +2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th).

Beguiling Voice (Ex): At 1st level, you can use the sound of your voice to lull a target creature into taking no action. This ability acts as the daze spell, except it is language-dependent, has a duration of 1 round, and affects a living creature whose Hit Dice do not exceed your sorcerer level.

Perfect Voice (Su): At 9th level, you understand all efforts to communicate through sound, and can make yourself understood to any creature able to understand language. You can speak to, and understand the speech of, any creature that understands at least one spoken language. The save DCs of language-dependent spells you cast increase by +1. Synergy: If you already have the bardic gift of tongues ability (q.v.), you also gain the powerful voice bardic lore.

Inspire (Sp): At 15th level, your artistic magic can inspire your allies to great accomplishments. You can use bardic inspiration (q.v.) as a bard of level equal to your sorcerer level, using inspire courage, your bloodline spells, or other thematic spells. If you have levels in bard, your sorcerer levels provide Full synergy for purposes of determining the inspirations you can maintain effortlessly.

Grand Maestro (Su): If you selected music or linguistics as your focus, at 20th level the power of pure music flows through you. You cast any spell with a verbal component as if it had the Still Spell metamagic feat applied to it, with no increase to the casting time or spell slot required to cast it, or any spell with a somatic component as if it had the Silent Spell feat likewise applied.

Ogre Mage

Powerful ogres or half-giants sometimes intentionally allow foul spirits to possess them, becoming oni and gaining even greater powers.

Bonus Skills: Fly, Perception.

Bonus Spells: 1stsleep, 2ndinvisibility, 3rdgaseous form, 4tharcane eye, 5thcharm monster, 6thfreezing sphere, 7thgiant form I, 8thpolar ray, 9thregenerate.

Bonus Feats: Arcane Armor Training, Armor Proficiency (light), Flash Frost Evocation (standard or innate), Great Fortitude, Imbue Item, Improved Initiative, Power Attack, Skill Focus (Bluff or Concentration).

Bloodline Arcana: As evil spirits encased in mortal humanoid flesh, oni are nearly indifferent to the differences between the two. Your spells that normally affect only humanoids also affect monstrous humanoids, giants, and outsiders of size Large or smaller.

Eldritch Blast (Sp): Your eldritch blast is a ray of frost; it deals cold damage. Improved Blast: Empower Spell; greater blast: Numbing Cold Evocation.

Eldritch Resistances: In lieu of standard resistances, at 3rd level you instead gain fast healing 1 (negated by fire or acid damage). The amount increases by 1 hp/round per 4 levels thereafter (maximum fast healing 5 at 19th level).

Weapon Training (Ex): Starting at 1st level, you gain Martial proficiency with any one two-handed weapon of your choice (typically a greatsword or glaive). At 5th level you gain exotic weapon proficiency with the composite longbow as well.

Ogre Power (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and again to +6 at 17th level.

Flight (Su): Starting at 16th level, you gain a fly speed of 40 ft. with good maneuverability. You can cease or resume flight as a free action.

Oni Heritage (Su): At 20th level you are treated as an outsider (rather than as your normal type) for purposes of being affected by spells such as charm person and hold person. You can still be raised or resurrected normally. Also, your fast healing improves to regeneration (fire and acid still deal normal damage to you). If you lose a body part, you can reattach it by holding the severed member to the stump for 1 minute (extremities do not otherwise regrow). If your head or other vital organ is severed, it must be reattached within 10 minutes or you die.

Orc

The rage of your ancestors burns within you, and the taint of savage orc blood flows through your veins. Your anger is never far from the surface, giving you strength and driving you to seek greater power. This bloodline, from Orcs of Golarion (Paizo Publishing), is most often combined with the Battle Sorcerer variant (see below).

Bonus Skills: Endurance, Knowledge (warfare).

Bonus Spells: 1stcause fear, 2ndbull’s strength, 3rdrage, 4thdivine power, 5thrighteous might, 6thmass daze monster (“Gruumsh’s glare”; creatures with 15+ HD are unaffected), 7thblasphemy, 8thBigby’s clenched fist, 9thstorm of vengeance.

Bonus Feats: Great Fortitude, Intimidating Prowess, Improved Bull Rush, Power Attack, Skill Focus (Endurance) Skill Focus (Survival), Toughness, Widen Spell.

Bloodline Arcana: You gain the orc subtype, and all orc racial traits, including darkvision, ferocity, light sensitivity, and weapon familiarity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

Eldritch Blast (Sp): Your eldritch blast carries the fury of your bloodline; it deals fire damage. Improved blast: Empower Spell; greater blast: Explosive Spell (applies only to a shaped blast).

Eldritch Resistances: Energy—instead of energy resistance, your toughened skin grants you a +1 natural armor bonus (this increases by an additional +1 per 4 class levels thereafter); saving throws—fear; damage reduction—you gain DR/— in the amount shown; this stacks with other typeless damage reduction (as from adamantine armor or barbarian levels).

Touch of Rage [Reserve] (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to the level of the highest-level spell slot you have available and uncast, for 1 round.

Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Orc Warlord (Ex): As the fighter’s Warlord class feature (including a bonus to Leadership score equal to half your class level), except you gain this ability at 15th level and attract orcs, ogres, and/or barbarians as followers. Your stronghold must be in orcish territory (or in Aramni, if using the Aviona campaign setting), as the more civilized peoples generally will not tolerate your presence.

Warlord Reborn (Su): At 20th level, you become a true orc warlord of legend. You gain a +10 competence bonus to Charisma-based skills when dealing with creatures with the [orc] or [giant] subtype.

Pestilence

You were born during the height of a great magical plague, to a mother suffering from an eldritch disease, or you suffered an eldritch pox as a child, such that your very soul now carries a blight of pestilence within it. This bloodline has been adapted from Pathfinder vol. 29: “The Mother of Flies.”

Bonus Skills: Craft (toxicology), Heal.

Bonus Spells: 1stcharm animal, 2ndsummon swarm, 3rdcontagion, 4threpel vermin, 5thinsect plague, 6thswarm skinAPG, 7thcreeping doom, 8thhorrid wilting, 9thpower word: kill.

Bonus Feats: Defiance, Fast Recovery, Great Fortitude, Heroic Defiance, Skill Focus (Craft: Alchemy), Skill Synergy (Heal, Survival), Silent Spell, Toughness.

Bloodline Arcana Vermin are susceptible to your mind-affecting spells. They are treated as animals for the purposes of determining which mind-affecting spells affect them.

Eldritch Blast (Sp): Your eldritch blast takes the form of a blast of biting, stinging winged vermin; it deals piercing damage. Improved blast: Sickening Spell; greater Blast: Fell Nausea.

Eldritch Resistances: Energy and saving throws—special; you gain Favored Terrain (swamps) with a bonus equal to 1 + the saving throw bonus you would otherwise receive; at 19th level, the bonus improves to +8. Damage reduction—at 3rd level, you begin to attract a cloak of crawling vermin; their chitinous bodies increase your natural armor bonus by +1. This bonus improves by +1 per 4 class levels thereafter, to a maximum of +5 at 19th level.

Plague’s Caress (Sp): At 1st level, you gain Sickening Grasp as a bonus feat, even if you do not meet the prerequisites. At 7th level, you gain Unclean Strike as a bonus feat as well, and treat your BAB derived from sorcerer level as if it were equal to your sorcerer class level, for purposes of determining that feat’s effects (for example, a fighter 4/pestilence sorcerer 7 would have an effective BAB of +11 for determining the effects of the Unclean Strike feat).

Shroud of Vermin (Su): At 9th level, swarms no longer see you as prey. You can walk among swarms without fear of being harmed by them at all, and by taking a standard action to mentally command a swarm in which you stand, you can direct that swarm’s attacks and movements as long as you have more Hit Dice than the swarm. You can also command or rebuke giant vermin as an evil cleric with the Command Undead feat commands or rebukes undead.

Pestilential Breath (Su): At 15th level, the sickness within your body finally becomes so potent that your very breath is deadly. As a standard action, you can exhale a cloud of pestilence in a 30-foot cone. Those caught in the area of this miasmic cloud receive a single Fortitude save to avoid suffering the effects of two different diseases. You can choose what two diseases you inflict on each target that succumbs to your plague breath, but they must be two different diseases chosen from the following list: blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The victim suffers the initial effects of these two diseases immediately—use the diseases’ frequency and save DC normally to determine further effects as detailed on page 557 of the Core Rulebook.

Plague Carrier (Su): At 20th level, your touch inflicts mummy rot on those you strike. You can choose to suppress this ability for 1 round as a swift action. You can make a touch attack to inflict this disease on a target, or transfer it as part of an attack with any melee weapon or touch-based spell. The creature touched can resist contracting mummy rot by making a Fortitude save.

Protean

You have in your veins the ever-changing wildness of primal chaos, the raw essence of unbound creation. Your mind and spirit burst with the constant inspiration of consummate freedom, though you have difficulty following through on a task when another, new and exciting, catches your interest. Source: Advanced Player’s Guide.

Starting at 5th level, you are affected by spells and effects that target chaotically-aligned creatures, and you detect as such.

Bonus Skills: Escape Artist, Survival.

Bonus Spells: 1stentropic shield, 2ndblur, 3rdgaseous form, 4thconfusion, 5thgreater vigorCD, 6thdisintegrate, 7thgreater polymorph, 8thpolymorph any object, 9thshapechange.

Bonus Feats: Chaotic Mind, Defensive Combat Training, Enlarge Spell, Great Fortitude, Protean Aura [Domain], Skill Focus (any Craft skill), Toughness, Weapon Finesse.

Bloodline Arcana: Your magic of creation and changing is hard to unravel. The DC to dispel transmutation or conjuration (creation) spells that you cast is increased by +4.

Eldritch Blast (Sp): Your eldritch blast is raw protoplasm that damages the stability of its targets; it deals acid damage. Improved Blast: Entangling Spell); greater Blast: Starting at 16th level, your eldritch blast causes corporeal instability for 1 round unless a successful Fortitude save is made. An affected creature is unable to hold or use any item as its flesh melts, flows, and warps. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).

Eldritch Resistances: Energy—acid; saving throws—polymorph, petrifaction, other transmutation spells or effects; damage reduction—starting at 3rd level, your internal organs shift somewhat, giving you 10% fortification against sneak attacks and critical hits. This fortification improves by 10% per 4 class levels thereafter, to a maximum of 50% at 19th level.

Touch of Chaos (Ex): At 1st level, your natural weapons, as well as all weapons you wield, penetrate damage reduction as if chaotically-aligned. Starting at 13th level, they gain the anarchic property for as long as you wield them, and as a swift action you can also force opponents to treat them as if they were made of silver, cold iron, or adamantine for 1 round.

Also at 1st level, you can use your eldritch blast (q.v.) as a melee touch attack (you do not gain the ranged application until 2nd level, as normal).

Reality Wrinkle (Sp): At 9th level, you can surround yourself with a mobile, 10-foot-radius emanation of mutable reality. This rippling distortion is similar to solid fog but does not provide concealment or block line of sight. Your movement is not slowed by this aura. Attacks from outside the aura suffer a 20% miss chance against targets inside the aura. You may use this ability a number of rounds per day equal to your sorcerer level, though this duration need not be continuous.

Spatial Tear (Sp): At 15th level, once per day as a standard action, you can unravel the fibers of reality and ride along them as they snap back into place. This power functions as dimension door, while also creating a mass of black tentacles centered on your former location. At 19th level, you can use this ability twice per day.

Avatar of Chaos (Ex): At 20th level, you are infused with the essence of raw chaos. You receive a +2 racial bonus to save DCs and on checks to overcome spell resistance against creatures with the [lawful] subtype. Your internal anatomy also sometimes shifts unpredictably; you are immune to petrifaction and polymorph, can shrug off any unwanted transmutation effect after 1 round, and your fortification improves to 75%.

Rakshasa

Brilliant and malevolent, rakshasas are nefarious outsiders who cherish power and cruelty above all else. In their far-ranging quest for pleasure and worship, rakshasas often pay little heed to the lives they destroy. One of the more indulgent of this race has left its mark on your family. This bloodline is adapted from the one by Rob Billingham, which appeared in Kobold Quarterly online (www.kobold-quarterly.com), with reference to the “official” version presented in Ultimate Magic.

You are affected by spells and effects that target [Lawful] and [Evil] creatures, and you detect as such.

Bonus Skills: Bluff, Perform (Acting).

Bonus Spells: 1stdisguise self, 2nddetect thoughts, 3rdsuggestion, 4thgreater invisibility, 5thpersistent image, 6thmislead, 7thplane shift, 8thscintillating pattern, 9thdominate monster.

Bonus Feats: Arcane Blade, Deep Intuition, Evil Devotion [Domain], Improved Initiative, Innate Spell (detect thoughts), Searing Evocation (standard or innate), Skill Synergy (Bluff, Diplomacy), Skill Focus (Concentration).

Bloodline Arcana: Whenever you cast a mind-affecting spell, increase the spell’s DC by +1. Also, add half your class level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).

Eldritch Blast (Sp): Your eldritch blast deals fire damage. Improved blast: Energy Admixture (unholy) as a bonus feat; greater blast: Empower Spell.

Eldritch Resistances: Energy—fire; saving throws—divinations and mind-affecting spells/effects; damage reduction—piercing or good.

Claws (Ex): 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. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier.

  • At 5th level, these claws are considered magic weapons for the purpose of overcoming damage reduction.

  • At 9th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small).

  • At 13th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit.

  • At 17th level they becoming flaming burst weapons. This is a supernatural ability.

Spell Resistance (Ex): Starting at 9th level, you gain spell resistance equal to 5 + your class level. At 13th level, it improves to 11 + your class level.

Incorporeal Form (Sp): At 15th level, once per day as a move action you can become incorporeal. You may remain in an incorporeal state a number of rounds per day equal to your class level; these rounds need not be consecutive. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally.

Timeless (Su): At 20th level you gain a continuous mind blank effect. In addition, your type changes to Outsider (native), and you no longer take ability score penalties for aging and cannot be magically aged. Any penalties you may have already incurred, however, remain in place.

Serpentine

Your bloodline carries the lingering stain of ancient serpent races that ruled when the world was young; your forebears were likely favored slaves anointed by their reptilian masters and gifted with their cold cunning and subtle manipulation. While deception and a mesmeric charm are your birthright, you may struggle for truth in spite of your heritage. Source: Advanced Player’s Guide.

Bonus Skills: Bluff, Craft (toxicology).

Bonus Spells: 1sthypnotism, 2nddelay poison, 3rdsummon nature’s ally III (reptiles only), 4thpoison, 5thsnake staffAPG, 6thmass suggestion, 7thsummon nature’s ally VII (reptiles only), 8thantipathy, 9thdominate monster.

Bonus Feats: Arcane Bond (viper familiar), Deep Intuition, Innate Metamagic (channel eldritch blast), Silent Spell, Skill Focus (Bluff), Skill Synergy (choose two: Bluff, Escape Artist, Perform: Acting, Stealth), Still Spell, Weapon Finesse.

Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.

Eldritch Blast (Sp): Your eldritch blast carries the corrosive power of Satha’s venom; it deals acid damage. Improved blast: you can apply the effects of your venom (see serpent’s fang, below) to your eldritch blast; each time you do this, it counts against your total number of daily venom uses. Greater blast: your eldritch blast always carries the same venom as your fangs; this does not count against your daily limit.

Eldritch Resistances: Energy—acid; saving throws—poison and Escape Artist checks; damage reduction—at 3rd level your scaly skin grants you a +1 natural armor bonus, increasing by +1 per 4 class levels thereafter.

Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon, inflicting 1d4 points of damage plus your Strength modifier plus poison (Bite—injury; damage 1 Con/round for 6 rounds; cure 1 save). You can use your fangs to inject poison a number of times per day equal to 3 + your Charisma modifier.

  • At 5th level, these fangs are considered magical for the purpose of overcoming DR, and the poison damage increases to 1d2 Con per round.

  • At 9th level, your poison requires 2 successful saves to cure.

  • At 13th level, your poison damage increases to 1d4 Con per round.

Reptilian Telepathy (Su): At 9th level, you gain telepathy (100 feet) with reptiles (including various forms of dinosaurs, lizards, and other cold-blooded creatures). You may cast suggestion on such creatures as a spell-like ability a number of times per day equal to your Charisma modifier. This ability is telepathic and does not require audible or visual components. At 13th level, once per day you can telepathically call and request a service from a reptilian creature as if using demand or planar ally.

Den of Vipers (Sp): At 15th level, you may summon a host of writhing serpents once per day. This power acts as creeping doom, but the swarms’ poison inflicts Con damage and any creature other than you sharing a space with a swarm is entangled.

Scaled Soul (Su): At 20th level, you gain the [shapechanger] subtype, and you can assume the form of a reptilian humanoid (as alter self) or snake of Diminutive to Huge size (as beast shape III) at will. You retain the power of speech and the ability to use somatic spell components when transformed. You also become immune to poison and paralysis. You may use serpent’s fang as often as desired, and you may choose to inflict damage to any ability score.

Sevenfold Veil

Colors are imbued with their own magical properties. Just as exotic substances and mystic words have the power to repel certain creatures, colors also harbor innate properties that can be brought forth by the skilled mage, culminating in the perfection of the prismatic wall or prismatic sphere. Few spells match the beauty and power of these potent abjurations. They are perfect defenses, representing a union of magical lore and keen insight into the workings of nature.

A master of defensive magic, the Initiate of the Sevenfold Veil approaches the prismatic barrier by mastering one by one its constituent veils or layers. Her skillful wardings can deflect many of the most perilous attacks enemy spellcasters or monsters can muster, shielding herself and her companions against harm. This bloodline supersedes the Initiate of the Sevenfold Veil prestige class, from Complete Arcane.

Given the legends about the Rainbow Bridge in Norse Mythology, it is easy to envision a group of battle sorcerers with this bloodline, devotees of Heimdall, calling themselves the “Guardians of Bifrost.”

Bonus Skills: Perform (any one), Sleight of Hand.

Bloodline Spells: 1stcolor spray, 2ndred veil, 3rdorange veil, 4thyellow veil, 5thgreen veil, 6thblue veil, 7thindigo veil, 8thviolet veil, 9thprismatic sphere. Note: The veils emulate the layers of a prismatic wall and are described below. When you create a warding (see below), you can choose to imbue the warding with any one veil you know, as long as you have a spell slot of the appropriate level available to spend on the warding.

  • Red Veil: The first veil an initiate learns is the red veil. A warding imbued with this veil blocks all non-magical ranged attacks and missiles. A creature crossing a red veil takes 1d6 points of fire damage per caster level (maximum 5d6, Reflex half). A cone of cold spell or effect destroys a warding with this veil but is negated in the process.

  • Orange Veil: A warding with this veil halts magical ranged attacks, including spells that conjure missiles (such as acid arrow) or create rays (such as disintegrate or a beholder’s eye rays) but not spells that do not require a ranged attack (such as magic missile). A creature crossing an orange veil takes 1d6 points of acid damage per caster level (maximum 10d6, Reflex half). A gust of wind spell or similar effect destroys the veil but is negated in the process.

  • Yellow Veil: This veil prevents gases or clouds from entering the warded area, and it defeats petrifaction attacks. In addition, a character inside a personal or area warding imbued with a yellow veil has immunity to poison introduced from outside the warding (such as from a creature with an envenomed weapon striking through the barrier). A creature crossing a yellow veil takes 1d6 points of electricity damage per caster level (maximum 10d6, Reflex half). A disintegrate spell destroys the veil but is negated in the process.

  • Green Veil: This veil stops the passage of breath weapons. A creature with Hit Dice equal to half your class level or less who crosses a green veil must succeed on a Fortitude save or die; on a successful save, the creature takes 1d4 points of Constitution damage instead. Creatures with HD greater than half your class level take 1d4 points of Constitution damage (save for half). This veil is a poison effect. A passwall destroys a green veil.

  • Blue Veil: This veil blocks all divinations and mind-affecting spells and abilities. Any creature crossing a blue veil must succeed on a Fortitude save or be petrified. A magic missile spell destroys a blue veil but is negated by it.

  • Indigo Veil: This veil prevents the passage of all spells or spell-like abilities. Any creature crossing an indigo veil must succeed on a Will save or become permanently confused, as if by an insanity spell. A daylight spell negates and is negated by an indigo veil.

  • Violet Veil: This barrier destroys all objects and effects that cross it, as if they were disintegrated. Living creatures passing a violet veil must succeed on a Will save or be shifted to a random place on a random plane (as the plane shift spell). A violet veil is destroyed by a successful dispel magic spell.

Bonus Feats: Improved Counterspell, Improved Dispelling, Innate Metamagic (Shape Spell), Iron Will, Skill Focus (Concentration), Skill Focus (Spellcraft), Spell Focus (Abjuration), Urgent Shield.

Bloodline Arcana: You are accustomed to colors and light, and are immune to the dazzled condition and to the effects of the color spray spell.

Eldritch Blast (Sp): At 2nd level, your eldritch blast is a weak burst of color that deals nonlethal damage. Starting at 3rd level, it instead carries the effects similar to those of the veil corresponding to the highest-level spell slot you have remaining, as follows:

Spell Level Color Effects
2nd Red 2d6 fire damage
3rd Orange 3d6 acid damage
4th Yellow 4d6 electrical damage
5th Green 5d6 poison damage
6th Blue 6d6 desiccation damage (petrified if reduced to 0 hp)
7th Indigo 7d6 nonlethal, plus Innate Metamagic (Bewitching Spell)
8th Violet 8d6 disintegration damage

You can always choose for your eldritch blast to carry the effects of a lower-level veil. Improved Blast; Greater Blast: Your eldritch blast automatically improves according to the veils you know. You receive no other augmentations at 8th and 12th levels.

Eldritch Resistances: Rather than acquiring a standard suite of resistances, starting at 3rd level, you can instead create a warding (Su). You can choose one veil you know (see bloodline spells, above, and descriptions below) to be imbued in the warding; this uses up a spell slot of the appropriate level. A warding lasts for a certain amount of time as indicated in its description, unless it is dismissed (the same way a spell is dismissed).

The basic warding is a sphere 5 ft. in diameter that encapsulates you. It moves with you, but you cannot force another creature to pass through it (for example, by attempting to grapple an enemy). If you do force a creature to pass through, the warding has no effect on that creature. Any creature striking at you with a melee weapon or natural attack is subject to the veil’s effect (although creatures using reach weapons are not). The warding provides concealment to you, but you can see out with no hindrance. It lasts for 1 round per class level or until dismissed.

Synergy: Using the Innate Metamagic (Shape Spell) feat in conjunction with the warding allows you two other configurations:

  • Area: An area warding affects an initiate’s space and all adjacent squares (a sphere 15 feet in diameter for a Small or Medium initiate, 20 feet in diameter for a Large initiate, and so on). Any creature who remains adjacent to the initiate gains the benefit of the warding’s protection, even if part of its body lies outside the sphere. Moving out of the warding (stepping away from the initiate) is completely safe, but anyone attempting to enter the warding—even someone who was formerly inside it and left—becomes subject to the effects of the chosen veil. The warding moves with the initiate, but she cannot force another creature to pass through it (for example, by moving adjacent to an enemy). If she does force a creature to pass through, the warding has no effect on that creature. This warding provides concealment to all within from creatures outside, but anyone inside the warding can see out with no hindrance. It lasts for 1 round per class level or until dismissed.

  • Wall: This warding takes the form of a wall, up to 10 feet long and 5 feet high per initiate class level. For example, a 3rd-level Initiate of the Sevenfold Veil could create a warding wall 30 feet long and 15 feet high. The wall can be made smaller, but it is not otherwise shapeable. The wall must begin within 30 feet of the initiate, but can extend beyond that distance. The wall is immobile once created. An initiate may choose to make crossing through the wall in one direction safe, if she chooses. In any event, she can pass through her own warding wall with no danger. This warding provides concealment to creatures on either side. It lasts for 10 minutes per class level or until dismissed.

Unimpeachable Abjuration (Ex): Your abjuration spells are particularly difficult to defeat with spells or effects that dispel them. Add half your class level as a competence bonus to the DC to dispel any abjuration spell or effect you create.

Reactive Warding (Sp): At 9th level, you learn to create a warding (see above) in response to an attack. You can raise a warding as an immediate action, after an opponent begins an action but before it is completed. For example, if you see an enemy warrior charging you, you can raise a warding to protect yourself. The opponent can choose to continue the charge through the warding or can halt outside it.

Double Warding: At 15th level and higher, you can raise two veils at once any time you create a warding. This costs a spell slot of the appropriate level for each veil. The less powerful effect (progressing from red up through violet) is always considered to be “outside” the more powerful effect, so a double warding consisting of a blue veil and a green veil would subject any creature passing through to the green veil first, followed by the blue veil. To negate the entire warding, the outermost veil must be negated before the inner veil can be negated.

Kaleidoscopic Doom (Sp): At 20th level, you learn the secret of the awesome kaleidoscopic doom. Once per day as a standard action, you designate one creature within 60 feet and turn magical effects currently affecting the creature against it. This effect functions like a targeted greater dispel magic, except that for every spell or effect negated on the target, the effect of one veil (see above) is visited on the victim as if the subject had crossed it. The veils created around the victim proceed through the spectrum from red to violet, with one veil activated per spell negated. Thus, a creature with three spells negated would be subject to the effects of the red, orange, and yellow veils. The subject is still entitled to the normal saving throws allowed by each veil. This ability is the equivalent of a 9th level spell.

Shadow

Perhaps you were born during an eclipse, and the shadow on the sun or moon left its mark on you as well. Alternatively, a dweller from the Plane of Shadow may have dallied in the light with one of your ancestors. A sorcerer with this bloodline grows in the powers of Shadow, eventually becoming a shade. In order to fit these powers, this bloodline has been heavily altered from that included in the Advanced Player’s Guide.

Bonus Skills: Acrobatics, Stealth.

Bonus Spells: 1stsilent image, 2ndmirror image, 3rddeeper darkness, 4thblack tentacles, 5thsummon undead V (1d3 shadows), 6thshadow walk, 7thpower word: blind, 8thgreater shadow evocation, 9thshades.

Bonus Feats: Blind-Fight, Improved Feint, Lightning Reflexes, Shadow Step, Shadow Veil, Silent Spell, Skill Focus (Stealth), or any [Darkness] Domain feat.

Bloodline Arcana: You gain a +1 competence bonus to Concentration and effective caster level when you are in darkness or shadow, or when casting spells of the Illusion school or those with the [darkness] subtype. When in bright light or outdoors during the day, or when casting spells with the [fire] or [light] descriptor, treat your caster level as 1 lower than normal (and you take a -1 penalty to Concentration).

Eldritch Blast (Sp): Your eldritch blast deals nonlethal damage, and those who take full damage are dazzled for 1 round. Improved blast: Blinding Spell; greater blast: Fell Weaken.

Bloodline Resistances (Su): In place of standard resistances, starting at 3rd level you gain a 10% miss chance from concealment whenever you are not in bright light (a daylight spell or the equivalent). This miss chance improves by an additional 10% per 4 sorcerer levels thereafter, thus approximating a blur spell at 7th level, and a displacement spell (50% miss chance) at 19th level.

Nighteye (Ex): You gain darkvision to a range of 30 ft. If you already have darkvision, its range increases by 30 ft. At 5th level the range increases by an additional 30 ft. You can also see in areas of shadowy illumination clearly without suffering the standard penalties. At 11th level the range of your darkvision increases by an additional 30 ft., and you can see through any form of magical darkness.

Eldritch Touch (Sp): Also at 1st level, you can use your eldritch blast (q.v.) as a melee touch attack (you do not gain the ranged application until 2nd level, as normal).

Shadow Jump (Su): At 9th level, you gain the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow, and you must have a line of sight between the two shadows. You can jump up to a maximum of 30 feet in this way. Synergy: If you also have the Shadow Step feat, you can teleport in this manner once per day, with no line of sight needed. At 13th level, the effect improves to greater teleportation.

Shadow Form (Sp): Starting at 15th level, you can become incorporeal as a move-equivalent action. You can spend a total number of rounds per day incorporeal equal to your class level; these can be split up however you choose. In this form, you can fly at a rate equal to your base land speed. You lose natural and armor bonuses to AC, but gain a deflection bonus equal to your Charisma modifier. You cannot attack with weapons, and your spells fail against corporeal targets 50%, but you gain an incorporeal touch that deals 1d6 points of Strength damage. Becoming corporeal again is a move-equivalent action.

Shade (Su): At 20th level, you come into the full power of your shade heritage. You gain fast healing 2 and spell resistance equal to 11 + your character level. You also stop aging; existing ability score modifiers for age remain in effect, but no new ones are applied as time goes on.

Shai’ir

There are desert empires built by genies, who created towering spires and opulent palaces for the padishah emperor in the hopes that a future ruler will set their kinsfolk free. But not all mages see genies as creatures to be bested and enslaved. Instead of potential slaves, these Sha’ir, or daivrat (“brothers of genies”) treat genies as powerful allies, wise counselors, and comrades-in-arms. Though few are foolish enough to consider liberating the thralls of the emperor, each daivrat considers herself a soldier, servant, or cousin to the genies. This initiation combines the Sha’ir base class (from Dragon magazine, issue 315) with the Daivrat prestige class (from Qadira: Gateway to the East).

Bonus Skills: Diplomacy, Knowledge (the planes).

Bonus Spells: Choose one of the Genie bloodlines presented above. You gain the bonus spells from that bloodline, with the following substitutions: 4thlesser planar ally (janni); 6thplanar ally (one dao, djinni, efreeti, marid, or shaitan, or two jann)

Bonus Feats: Command/Turn Elemental, Empower Spell, Energy Shield, Iron Will, Power Attack, Skill Skill Focus (Knowledge: the planes), Spell Focus (conjuration), Spell Focus (elemental type corresponding to your gen familiar).

Bloodline Arcana: Once per day while regaining spell slots, you can send your gen familiar to the elemental planes to find an unusual spell for you. Choose one spell you do not know, such as a spell from a prohibited school or from another class’s spell list. The gen returns after 10 minutes and presents you with the matching spell energy. For the next 24 hours you may cast the fetched spell as if you knew it. Casting a fetched spell is more difficult than using spells you actually know; casting the fetched spell requires a spell slot 1 level higher than the actual spell level.

Eldritch Blast (Sp): Your eldritch blast matches that of the Genie bloodline of your bonus spells (q.v.).

Sorcerer Energy Resistance: Saving Throw Bonus: Damage Reduction:
Level Gen’s Type Other Types Gen’s Type
3rd – 6th 5 2 +2
7th – 10th 10 4 +4
11th – 14th 15 6 +6
15th – 18th 20 8 +8
19th - 20th (Immune) 10 (Immune)

Eldritch Resistances: Special. At 3rd level, you gain resistance 2 to acid, cold, electricity, and fire, and also a +1 racial bonus on all saves against acid, cold, electricity, and fire. You gain damage reduction 1/— against attacks made by any creature with the air, earth, fire, or water subtype. These resistances are doubled against elementals or energy attacks of the type corresponding to your gen, and improve by +1 per 4 levels beyond the 3rd (refer to the table).

Summon Gen Familiar (Su): At 1st level, you gain the service of a gen (“zhyen”) familiar, an intelligent outsider that resembles a small elemental. The creature serves as a companion and servant to you. The elemental type matches that of your bloodline spells and eldritch blast.

Gen Cr ½

N Tiny outsider (air, earth, fire, or water)

Init +0; Senses darkvision 60 ft.; Perception +6

Languages Aquan, Auran, Ignan, Terran

AC 17 (+2 Dex, +3 natural, +2 size),

touch 14, flat-footed 15

hp 9 (2 HD; LW 4/HW 2)

Immune energy corresponding to elemental type

Resist acid 5, cold 5, electricity 5, and fire 5

Fort +0, Ref +4, Int +2, Will +4

Vulnerabilities energy corresponding to opposite elemental type

Spd 20 ft., burrow 60 ft. (earth), fly 60 ft. (air or fire), swim 60 ft. (water)

Melee touch +4 (1d4 acid, cold, electricity, or fire)

Face 2 ½ ft. x 2 ½ ft.; Reach 0 ft.

Base Atk +1; CMB –3; CMD 9

Special Atks air, water, or earth mastery; or burn (DC 11, 1/rd.)

Spell-Like Abilities (CL 2nd)

At will—mage hand, mending

1/day—endure elements, touch of fatigue, plane shift (self only, to elemental planes)

Str 6, Dex 14, Con 10, Int 9, 14, Cha 12

Feats Weapon Finesse

Skills Concentration +7, Fly +6 (or Athletics +6), Knowledge (the planes) +3, Perception +6, Spellcraft +6, Stealth +14

Spell Fetch (Sp): Starting at 9th level, once per day you can send your gen familiar to the elemental planes to fetch a spell for you. Choose one spell you do not know (including one from another class’s spell list). Your gen returns after 10 minutes and presents you with the matching spell energy. If the fetched spell is on the wizard/sorcerer spell list or has an energy or elemental descriptor matching your gen’s, it is treated as 1 spell level higher than normal; otherwise it is treated as 2 spell levels higher than normal. Until you regain spell slots, you may cast the fetched spell (using a spell slot of the level described) as if you know it.

Elemental Travel (Sp): Starting at 15th level, you can plane shift once per day, as the spell, to any of the elemental planes or from any elemental plane to the Material Plane. You automatically gain the ability to survive on the plane you shift to, as do all companions within 30 ft. of you. At 20th level, you may use this ability at will.

Genie-kin (Ex): At 20th level, your type changes to outsider (native). You gain damage reduction 5/— against all attacks (not just those of elementals). You can command or rebuke creatures of the same elemental type as your gen’s as an evil cleric commands undead.

Spellthief

You have a talent for stealing spells from others. Perhaps you have a magic-devouring ancestor, or else your knack for stealing things does not end with the mundane. In either case, a rogue/sorcerer can use this bloodline to simulate the Spellthief base class from Complete Adventurer.

Bonus Skills: Disable Device, Spellcraft.

Bonus Spells: 1stidentify, 2ndinvisibility, 3rddispel magic, 4thdetect scrying, 5th—quickened arcane sight, 6thgreater dispel magic, 7thgreater arcane sight, 8thmind blank, 9thdisjunction.

Bonus Feats: Alertness, Defiance, Disguise Spell, Improved Feint, Lightning Reflexes, Open Minded, Skill Focus (Perception), Skill Focus (Spellcraft).

Bloodline Arcana: Your rogue levels (if any) provide Full synergy with your sorcerer levels for purposes of determining the effects your Spellthief bloodline abilities and resistances.

Eldritch Blast (Sp): Rather than an eldritch blast, you gain sneak attack (as the rogue class feature of the same name), with a number of dice equal to the level of the highest-level spell slot you have available and uncast. If you have levels in rogue, your spellthief levels instead provide Full synergy towards your sneak attack ability.

Eldritch Resistances: Instead of gaining resistances yourself, you must steal them from others, as described under steal spell effect, below.

Steal Spell (Su): This ability requires a touch as a standard action. Alternatively, if you hit an opponent with a successful sneak attack, you can choose to forgo sneak attack damage in order to steal a spell, spell-like ability, or the potential to cast a specific known spell or spell-like ability, from the target.

The target of a steal spell attack loses one spell from memory if he or she prepares spells ahead of time, or one spell slot (if a spontaneous caster) or daily use of a spell-like ability, of a maximum spell level equal to your number of sneak attack dice (you choose how many damage dice to forgo when using this ability). A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots), this ability has no effect. You can choose which spell of the appropriate level to steal; otherwise, the stolen spell is determined randomly. If you try to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available.

After stealing a spell, you can cast the spell yourself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. You can cast this spell even if you don't normally have spellcasting ability, or even the minimum ability score normally required to cast a spell of that level, but you must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell.

You can instead use the stolen spell power to cast any spell that you know of the same level or lower (effectively, this gives you one free casting of a known spell). You must cast or use a stolen spell within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.

At any one time, you can possess a maximum number of stolen spell levels equal to your class level (treat 0-level spells as ½ level for this purpose). If you steal a spell that would cause you to exceed this limit, you must choose to lose stolen spells sufficient to reduce your total number of stolen spell levels to no more than your maximum. You can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect.

Steal Spell Effect (Su): Starting at 3rd level, as a standard action you can make a melee touch attack to gain the effect of a single spell affecting the target. Alternatively, if you hit an opponent with a sneak attack, you can choose to forgo dealing 1d6 points of sneak attack damage and apply this effect as well. You can choose which spell effect to steal; otherwise, the stolen spell effect is determined randomly. If you try to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. You can't steal a spell effect if its caster level exceeds your class level + your Charisma modifier. Upon stealing a spell effect, you gain the stolen effect (and the original creature loses that effect) for up to 1 minute per class level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it.

You can steal the effect of a spell only if the spell could be cast on you. For example, you couldn't gain the effect of an animal growth spell unless you are of the animal type. If you try to steal the effect of a spell not allowed to you, the effect is still suppressed on the original target of the spell for 1 minute per class level. This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).

Alternatively, you can temporarily gain resistance to an energy type to which your target is resistant or immune (up to resistance 10 per die of sneak attack damage you forego). Simultaneously, the target creature's resistance to that energy type is reduced by a like amount. You cannot steal more resistance than the amount possessed by the target. A creature with immunity to an energy type retains that immunity.

If the target has resistance to more than one type of energy, you can choose which kind to steal; otherwise, the resistance stolen is determined randomly from among those possessed by the target. If you choose to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target. The resistance you gain from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.

You can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, you might use this ability to gain resistance to fire and resistance to cold, but you could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much).

Absorb Spell (Su): Starting at 9th level, if you make a successful save against a spell that targets you, you can attempt to absorb the spell energy for later use. This ability affects only spells that have you as a target, not effect or area spells. You can't absorb a spell of a higher spell level than you could steal with your steal spell ability (see above).

To absorb a spell, you must succeed on a Concentration check against a DC of 16 + the spell's caster level. Failure indicates that the spell has its normal effect. Success means that you suffer no effect from the spell and can cast the spell later (or use its energy to cast one of his own spells known) as if you had stolen the spell with the steal spell ability (q.v.). Your normal limit of total spell levels stolen still applies.

Steal Spell Resistance (Su): Beginning at 15th level, a spellthief can use a sneak attack to temporarily steal some or all of a creature's spell resistance. A spellthief who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target's spell resistance by 5. The spellthief also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a spellthief can steal spell resistance with a touch as a standard action.

The stolen spell resistance benefits the spellthief for a number of rounds equal to the spellthief's Charisma modifier (minimum 1 round) and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disappears when the effect elapses. A spellthief can't use this ability on the same creature again until the creature's stolen spell resistance returns.

Master Spellthief (Sp): At 20th level or higher, you can use a stolen spell or absorbed spell energy as an immediate action.

Starsoul

You come from a line of stargazers and explorers who delved deeply into the darkness beyond the stars. In touching the void, the void touched them, and your mind, spirit, and body yearn to span the gulf between worlds. Source: Advanced Player’s Guide.

Bonus Skills: Knowledge (the planes), Survival.

Bonus Spells: 1stunseen servant, 2ndglitterdust, 3rdblink, 4thdimension door, 5thoverland flight, 6threpulsion, 7threverse gravity, 8thgreater prying eyes, 9thmeteor swarm.

Bonus Feats: Blind-Fight, Deep Intuition, Dodge, Improved Counterspell, Fleet, Quicken Spell, Skill Focus (Fly), or any [Sun] or [Travel] Domain feat.

Bloodline Arcana: Whenever you cast an evocation spell, targets that fail their saves are dazzled by tiny sparkling starlights for 1 round per level of the spell.

Eldritch Blast (Sp): Your eldritch blast takes the form of a falling swarm of minute meteors; it deals fire damage. Improved Blast: your bloodline arcana (see above) applies to your eldritch blast; the effect lasts 1 round per level of the highest-level spell slot you have available, and has no saving throw. Greater blast: Blast Spell (steal breath).

Eldritch Resistances: Energy—cold and fire; saving throws—inhaled poisons (at 19th level, you no longer need to breathe); damage reduction—none.

Suffocating Touch (Su): As a melee touch attack that does not provoke an attack of opportunity, you can inflict the airlessness of space upon the victim. The creature touched must succeed at a Fortitude save or begin suffocating. A suffocating victim can attempt a new saving throw each round to end the effect. Any creature touched is unaffected by your suffocating touch for 24 hours thereafter, whether or not it succeeds at the initial save.

Aurora Borealis (Sp): Starting at 9th level, you can create a sheet of cascading colors as a standard action. This power acts as a wall of fire, but it inflicts cold damage and does not radiate heat. However, one side of the aurora designated by you also fascinates creatures within 10 feet, up to a maximum of 2 HD of creatures per sorcerer level. A Will save negates this fascinate effect. You may use this ability for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.

Breaching the Gulf (Sp): Once per day you can teleport a single creature within 30 feet into the void of space if it fails a Will save. The target can attempt a new saving throw as a full-round action each round to return. While trapped in the airless void, the target suffers 6d6 points of cold damage per round and immediately begins to suffocate.

Starborn (Ex): At 20th level, you gain immunity to blindness, and you can see perfectly in natural or magical darkness. In addition, you gain fast healing 1 when you are outdoors at night.

Stormborn

You trace your heritage to fierce and proud spirits of storm and sky, and living lightning sings in your veins. Source: Advanced Player’s Guide.

Bonus Skills: Endurance, Fly.

Bonus Spells: 1stshocking grasp, 2ndgust of wind, 3rdlightning bolt, 4thshout, 5thoverland flight, 6thchain lightning, 7thcontrol weather, 8thwhirlwind, 9thstorm of vengeance.

Bonus Feats: Deadly Aim, Dodge, Far Shot, Great Fortitude, Skill Focus (Fly), Widen Spell, Wind Stance, or any [Weather] Domain feat.

Bloodline Arcana: Whenever you cast a spell or use a spell-like ability with the [electricity] or [sonic] descriptor, increase the save DC by 1.

Eldritch Blast (Sp): Your eldritch blast deals electrical damage. Improved Blast: Energy Admixture (sonic); greater blast: Deafening Spell.

Eldritch Resistances: Energy—electricity and sonics; saving throws—deafness; damage reduction—starting at 3rd level, you treat wind effects as being one step less severe. Decrease the effects by an additional category per 4 levels thereafter, so that at 19th level you treat winds as being 5 categories less severe (you treat a tornado as a moderate wind, a hurricane as a light wind, and ignore any winds less severe than a hurricane).

Thunderstaff (Su): At 1st level, any weapon you wield gains the shock property. At 7th level, any weapon you wield has the shocking burst property; at 13th, add the thundering property as well. Also at 1st level, you can use your eldritch blast (q.v.) as a melee touch attack (you do not gain the ranged application until 2nd level, as normal).

Elemental Body (Sp): Starting at 9th level, you can assume the form of a Small lightning elemental (Bestiary 2) at will, as if by an elemental body I spell. Starting at 11th level, you can also become a Medium lightning elemental (as per an elemental body II spell). At 13th level, you can become a Large lightning elemental instead (as per an elemental body III spell). At 17th level, you can become a Huge elemental (elemental body IV).

Ride the Lightning (Sp): At 15th level, you can become a living lightning bolt as a swift action and move in a straight line up to 10 times your speed as a full-round action. You do not provoke attacks of opportunity while moving in this way. Creatures or objects in your path are affected as by your eldritch blast. Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points. You can use this power once per day for a number of rounds equal to your sorcerer level.

Storm Lord (Ex): At 20th level, you are one with the storm. You gain immunity to deafness, stunning, and wind effects and gain blindsight 120 feet against concealment from natural or magical fog, mist, or weather. Once per day, when attacked with an electricity or sonic effect, you may forgo your saving throw and absorb the energies of the attack, healing 1 point of damage for every 3 points of damage the attack would otherwise have dealt.

Undead

The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire; maybe you were born dead before suddenly returning to life; or possibly you gained your powers through unspeakable congress with the dead. In any case, the forces of undeath move through you and touch your every action.

Bonus Skills: Endurance, Knowledge (the planes).

Bonus Spells: 1stchill touch, 2ndfalse life, 3rdanimate dead, 4thgrasp of the dead1, 5thwaves of fatigue, 6thundeath to death, 7thfinger of death, 8thundead anatomy IVUM, 9thenergy drain.

Bonus Feats: Command Undead, Defiance, Great Fortitude, Skill Focus (Knowledge: the planes), Spell Focus (Necromancy), Still Spell, or any [Death] domain or [Necromancy] feat.

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

Eldritch Blast (Sp): Your eldritch blast deals negative energy damage. Improved blast: Fell Frighten; greater Blast: Starting at 16th level, the [fear] effects of your improved blast stack; shaken creatures affected again become frightened; frightened creatures become panicked, and panicked creatures become cowering.

Synergy: Your eldritch blast is treated as channeled negative energy for purposes of qualifying for feats such as Command Undead. Affecting an area with such a feat also requires you to also have the Innate Metamagic (Shape Spell) feat.

Eldritch Resistances: Energy—cold; saving throws—energy drain and death effects; damage reduction—slashing.

Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack that does not provoke an attack of opportunity as a standard action that causes a living creature to become shaken for a number of rounds equal to half your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can combine this ability with the effects of your eldritch blast (q.v.) as a melee touch attack.

Zone of Desecration (Su): At 9th level, you begin to project an aura of desecration (as the spell) in an emanation around yourself. This aura is centered on you and moves with you; it extends to a radius of 5 ft. per class level you possess. This ability supersedes the True Necromancer’s prestige class feature of the same name from Libris Mortis, and also the minor necromancy esoterica from the Master Specialist prestige class (Complete Mage).

Incorporeal Form (Sp): At 15th level, as a move action you can become incorporeal. You may remain in an incorporeal state a number of rounds per day equal to your class level; these rounds need not be consecutive. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally.

One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to nonlethal damage, paralysis, and sleep. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.

Verdant

Your progenitors infused themselves with raw plant life, binding it into their own tissue and passing it down to their literal seed, giving you innate communion with nature. Alternatively, you might simply be descended from a dryad. Source: Advanced Player’s Guide.

Bonus Skill: Profession (horticulture), Survival.

Bonus Spells: 1stentangle, 2ndbarkskin, 3rdspeak with plants, 4thcommand plants, 5thwall of thorns, 6thtransport via plants, 7thplant shape III, 8thanimate plants, 9th—shambler.

Bonus Feats: Domain Access (Plant), Domain Channeling (Plant), Extend Spell, Great Fortitude, Improved Grapple, Skill Focus (Profession: horticulture), Toughness, or any [Plant] Domain feat.

Bloodline Arcana: Add all spells with “plant” in the name to your list of class spells. In addition, your powers of compulsion can affect even plant creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects creatures of the plant type as if they were humanoids that understood your language.

Eldritch Blast (Sp): Your eldritch blast is a ray (or puff) of spores which immediately grow into vines on those affected, dealing 1d6 piercing damage per round for a number of rounds equal to the level of the highest-level spell slot you have available. Improved blast: Entangling Spell), applied to your eldritch blast, as a bonus feat; greater blast: those entangled are also considered grappled.

Eldritch Resistances: Energy: your need to eat and sleep is reduced as if wearing a ring of sustenance; saving throws—special: you gain Favored Terrain (Forests and Jungles) with a bonus equal to 1 + the saving throw bonus you would normally receive; at 19th level, the bonus improves to +8. Damage reduction—your gnarled, woody skin gives you a +1 natural armor bonus to AC at 3rd level, increasing by an additional +1 per 4 class levels thereafter.

Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, grapple, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB.

Massmorph (Sp): At 9th level, as a full-round action, you can alter the size and health of plant life, as if using plant growth or diminish plants. Alternatively, you can transform one willing non-plant creature per sorcerer level (no two of which can be more than 30 feet apart) as tree shape. You may transform creatures as plant shape I at 13th level, or plant shape II at 18th level; you can transform non-plant creatures using this power once per day (or use it on yourself once per day per 3 class levels you possess).

Liveoak (Sp): At 15th level, a tree animates itself as a treant and does your bidding. This otherwise functions as a liveoak spell, except the duration is unlimited (if your tree is killed or you dismiss it, you can turn affect a different tree with 10 minutes of concentration).

Shepherd of the Trees (Su): At 20th level, your verdant heritage fully manifests. You gain immunity to paralysis, poison, polymorph, sleep, stunning, sneak attacks, and critical hits, and you gain tremorsense 30 feet even when not rooted.

Appendix B: Battle Sorcerer

The battle sorcerer (Chinese wuxia, or “martial hero”) is a capable physical combatant who mixes magical prowess with fighting skill. Use of the martial way (“wudan”) options below provides a reasonable substitute for the Magus base class from Ultimate Magic. Morrolan e’Drien, from Steven Brust’s Taltos novels, is an example of a battle sorcerer.

Table B-1: Battle Sorcerer Hit Dice: d8

Class Level Base Attack Bonus

Spell

Capacity

Special

1st +0 1st

Bloodline or martial way, eschew materials, limited power

2nd +1 2nd

Wudan feat, eldritch blast

3rd +2 3rd

Eldritch resistances +2

4th +3 4th

Blast metamagic

5th +3 5th

Weapon form +2

6th +4 6th

Wudan feat

7th +5 7th

Eldritch resistances +3

8th +6/+1 7th

Iterative blast

9th +6/+1 8th

Wudan power, weapon form +4

10th +7/+2 9th

Wudan feat

11th +8/+3 10th

Eldritch resistances +4

12th +9/+4 11th

Improved blast

13th +9/+4 12th

Weapon form +6

14th +10/+5 13th

Wudan feat

15th +11/+6/+6 13th

Eldritch resistances +5, wudan power

16th +12/+7/+7 14th

Greater blast

17th +12/+7/+7 15th

Weapon form +8

18th +13/+8/+8 16th

Wudan feat

19th +14/+9/+9 17th

Eldritch immunities, powerful blast

20th +15/+10/+10 18th

Wudan power

Saving Throws: Battle sorcerers gain a +2 class bonus to Fortitude and Will saves.

Bonus Skills: You receive one free rank per class level in Concentration. This is otherwise treated as a class skill, but does not count against your total number of skill points.

Class Skills: Bluff, Craft (any), Diplomacy, Endurance, Fly, Knowledge (any), Planar Sense, Profession (any), Spellcraft.

Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency: Battle sorcerers have Simple proficiency with all weapons, and also gain Martial Weapon Proficiency with one weapon group of their choice (if already proficient with all martial weapons, you may gain Exotic proficiency with one weapon instead).

Battle sorcerers are proficient with light armor, and have Simple proficiency with shields. You can cast spells in light armor without suffering the normal arcane spell failure chance. You can instead choose to trade armor and shields proficiency for the Canny Defense feat.

Class Features: Battle sorcerers are treated as standard sorcerers except as specifically noted here (note that they do not receive several of the class features gained by the standard sorcerer). Also, the levels at which they gain the improved blast and iterative blast abilities are juxtaposed, as shown in Table B-1.

Bloodline or Martial Way: A battle sorcerer can use one of the normal sorcerer bloodlines, or can instead select one of the martial paths (‘wudan”) described below.

Limited Power: Battle sorcerers cast spells as do sorcerers, but generally know fewer spells and can cast fewer spells per day. You do not gain the standard sorcerer’s expanded arcana, rapid metamagic, impromptu metamagic, or impromptu spells abilities. In addition, you do not gain in spell capacity at 8th or 15th level.

Weapon Form (Ex): Starting at 5th level, you receive a +2 competence bonus to damage with any weapon with which you are proficient, and to spell-like abilities that deal hit point damage (including your eldritch blast). This bonus improves by +2 per 4 levels thereafter, as shown in the table. If you have levels in monk, your battle sorcerer level instead provides Full synergy to the monk’s weapon form class feature.

Martial Paths (“Wudan”)

These variant class packages work exactly as do bloodlines, but represent the fruition of martial training as opposed to the development of some inborn bloodline. You can develop new martial paths using the following as examples; as always, this is subject to referee approval.

Martial Arcanist (Ex): All followers of martial paths gain Skill Focus (Concentration) as a bonus feat. In addition, if you have levels in fighter, your fighter level provides Full synergy for determining the effects of your wudan powers and resistances, and your battle sorcerer level provides Strong synergy for purposes of determining the level-dependent effects of your fighter talents. This ability replaces the sorcerer’s bloodline arcana.

Archon

This martial path supersedes the class of the same name from the Genius Guide to the Archon (Super Genius Games). The Archon’s signature “rivenspell” ability is represented by selecting Arcane Boost as your 2nd level Wudan feat.

Bonus Skills: Endurance, Spellcraft.

Wudan Spells: 1stshield, 2ndmirror image, 3rdvampiric touch, 4thfire shield, 5thcone of cold, 6thdisintegrate, 7thgreater teleport, 8thshield of law, 9th—prismatic sphere.

Wudan Feats: Arcane Armor Training, Arcane Boost, Dispelling Strike, Greater Sudden Metamagic (quicken spell), Lightning Reflexes, Quicken Spell, Skill Focus (any), Spell Focus (any).

Eldritch Blast (Sp): Your eldritch blast strikes like an invisible blade, dealing force damage.

  • Improved Blast: You gain Innate Metamagic (Channel Spell and Imbue Missile), applied to your eldritch blast, as bonus feats.

  • Greater Blast: You gain Sudden Metamagic (Channel Spell and Imbue Missile) applied to your eldritch blast as well.

Eldritch Resistances: Energy—electricity; saving throws—special (see below); damage reduction—adamantine. Counter (Su): Instead of a bonus on saves, at 3rd level you gain the ability to sacrifice a spell slot in order to reroll a failed save. You can use this ability an additional time per day for every 4 class levels above 3rd (i.e., 2/day at 7th, 3/day at 11th, 4/day at 15th, and 5/day at 19th level). You gain a competence bonus or penalty to the save reroll equal to the level of the spell sacrificed -4 (i.e., -3 for a 1st level spell, -2 for a 2nd level spell, +0 for a 4th level spell, etc., to a maximum of +5 for a 9th level spell slot.

Hexsword (Ex): At 1st level, you gain an Arcane Bond (as the wizard class feature). You must choose a weapon as the object of your arcane bond.

Soul of the Spellblade (Su): At 9th level, you gain Channel Spell and Imbue Missile as bonus feats.

Spellblade Mastery (Su): At 15th level, you gain Battle Touch as a bonus feat; you can apply this to channeled spells or to your eldritch blast.

Dominion of the Dusk Knight (Ex): At 20th level, as a full-round action, you may make a single attack (melee or ranged) and also cast a single spell with a casting time of 1 standard action. You may decide to cast then attack, or attack then cast. You can also cast a quickened spell in the same round, using Quicken Spell or Sudden Quicken Spell.

Green Star Adept

A Green Star adept is a master of the strange and powerful magic derived from the glittering green starmetal from the comet Alhazarde. He travels the land, searching for more of the comet's fallen substance and mastering its eldritch power. Turning his back on the traditional studies of the sorcerer or wizard, he slowly infuses himself with starmetal, gaining immortality and invulnerability at the cost of his own flesh. At each appearance of the comet, only a handful of adepts can complete the rites necessary to achieve this transformation. Source: Complete Arcane.

Bonus Skills: Craft (alchemy), Knowledge (lore).

Wudan Spells: 1ststone fistAPG, 2ndchill metal, 3rdbands of steelCA, 4thrusting grasp, 5thtelekinesis, 6thwall of iron, 7threpel metal or stone, 8thiron body, 9thcrushing hand.

Wudan Feats: Combat Casting, Empower Spell, Exotic Weapon Proficiency (unarmed), Great Fortitude, Improved Bull Rush, Improved Natural Armor, Skill Focus (Endurance), Toughness.

Eldritch Blast (Sp): Your eldritch blast is impregnated with tiny metal particles that carry a charge; it deals electrical damage. Improved blast: Energy Admixture (bludgeoning, piercing, and slashing); greater blast: Irresistible Evocation.

Eldritch Resistances: Energy—special: you gain +1 natural armor at 3rd level, +2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th. Saving throws—poison, sleep, paralysis, stunning, disease, death effects, and necromancy effects. Damage reduction—adamantine.

Starmetal Rigor (Ex): At 1st level, a Green Star adept's process of transformation has already begun. His flesh takes on a faint emerald hue, and it becomes denser and stronger as the starmetal infusion takes hold. You gain a +1 racial bonus to Strength and a -1 racial penalty to Dexterity (to a minimum of 3); these stack with existing racial modifiers. Later, you also gain a measure of protection from critical hits and precision damage (fortification). These continue to accrue as you gain levels, according to the following table (the modifiers shown are total, not cumulative).

Class Level Str Dex Fortification
1st – 3rd +1 -1
4th – 7th +2 -1
8th – 11th +3 -2 25%
12th – 15th +4 -2 50%
16th – 19th +5 -3 75%
20th +6 -3 100%

Otherworldly Vision (Ex): At 9th level, you gain darkvision 60 ft. and low-light vision.

Null Metabolism (Ex): Starting at 15th level, you no longer need to breathe, eat, or sleep (although you still must rest 8 hours in order to regain spells). You are immune to inhaled poisons, drowning, suffocation, fatigue, and exhaustion.

Emerald Perfection (Ex): At 20th level, you complete your transformation. You resemble a perfectly-sculpted statue of yourself, forged from green starmetal. Your type changes to Construct and you lose your Constitution score, instead determining hit points and Fort saves using your Strength score. You no longer heal naturally and cannot benefit from [healing] spells, but you gain rapid repair (as fast healing) at the rate of 1 hp per hour. You no longer age. Unlike most constructs, you gain no immunity to magic or mind-affecting spells and effects.

Kensai

You are trained to focus your will like a knife, cutting down anyone before you. This martial path replaces the Magus archetype of the same name from Ultimate Combat and the prestige class of the same name from Complete Warrior.

Bonus Skills: Bluff, Perception.

Wudan Spells: 1stmage armor, 2ndprotection from arrows, 3rdgreater magic weapon, 4thgreater invisibility, 5thHeightened bull’s strength (+8; self only), 6thtrue seeing, 7thethereal jaunt, 8thmoment of prescience, 9thforesight.

Wudan Feats: Canny Defense, Combat Reflexes, Critical Focus, Lightning Reflexes, Perfect Strike, Skill Focus (Bluff), Vital Strike, Weapon Focus.

Eldritch Blast (Sp): Your eldritch blast strikes like an invisible blade, dealing force damage.

  • Improved Blast: The threat range of your eldritch blast is 19-20.

  • Greater Blast: You gain Deadly Critical, applied to your eldritch blast, as a bonus feat (even if you do not meet the prerequisites).

Eldritch Resistances: Energy—force; saving throws—mind-affecting spells and effects; damage reduction—adamantine.

If you have levels in fighter, your kensai level provides Full synergy for determining the effects of the following abilities:

Signature Weapon (Ex): At 1st level, you gain the Personal Weapon fighter talent.

Iaijutsu (Ex): At 9th level, you gain the Iaijutsu fighter talent.

Ki Warlord (Ex): At 15th level, you gain the fighter’s Warlord class feature.

Weapon Mastery (Su): At 20th level, all your critical threats are automatically confirmed, and you treat the critical multiplier of weapons you wield as one higher than normal (this does not increase the threat multiplier of your greater blast).

Knight of the Arcane Order

Your martial path is an actual Order of Knighthood (see Knightly Order fighter talent).

Bonus Skills: Endurance, Knowledge (warfare).

Wudan Spells: 1stcompel hostilityUC, 2ndshield other, 3rdphantom steed, 4thfire shield, 5thwreath of bladesUC, 6thTenser’s transformation, 7thmagnificent mansion, 8thiron body, 9thheroic invocationUC.

Wudan Feats: Arcane Armor Training, Arcane Boost, Dispelling Strike, Great Fortitude, Martial Shield Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Skill Focus (Knowledge: warfare).

Eldritch Blast (Sp): Instead of an eldritch blast, you gain the Challenge fighter talent (q.v.), using your battle sorcerer level as your effective fighter level.

  • Improved Blast: The target of your challenge also takes a –2 circumstance penalty to its AC against the attacks of all opponents other than you (even though your BAB is not yet +11).

  • Greater Blast: You gain any one Strike feat as a bonus feat; the effects automatically apply to your first attack each round when using your Challenge, even if the normal activating conditions are not met.

Eldritch Resistances: Energy—force; saving throws—fear, and your saving throw bonus also applies to Endurance skill checks; damage reduction—adamantine.

Order of Knighthood (Ex): At 1st level, you gain an Order of Knighthood (see Fighter). You gain the corresponding edict(s), skill use, and 1st level Order ability. When you gain the Challenge ability at 2nd level, you also gain the corresponding improvement from your Order.

Knight of Quality (Su): At 9th level, you gain the 8th level Knight of Quality ability that corresponds to your order of knighthood.

Knight of Renown (Su): At 15th level, you gain the 15th level ability for your order of knighthood.

Weapon Mastery (Ex): At 20th level, all your critical threats are automatically confirmed, and you treat the critical multiplier of weapons you wield as one higher than normal (a ×2 becomes a ×3, for example).

Living Monolith

The ancient lands of the desert are rife with aged ruins guarded by stony sentinels from bygone days, whose implacable gaze can still the heart of a miscreant or scare off a would-be tomb robber. The ancient race of sphinxes is said to have endowed the first living monoliths with their powers, raising statues to a semblance of life, but today, most of these paragons of justice are mortals who willingly take on the mantle of immortal warriors through ritual and devotion, imbuing themselves with the patience and eternal strength of stone.

―Pathfinder Player Companion: People of the Sands.

Bonus Skills: Endurance, Knowledge (lore).

Wudan Spells: 1stenlarge person, 2ndsee invisibility, 3rdspeak with dead, 4thmark of justice, 5thcontact other plane, 6thstone tell, 7th—Heightened planar ally (12 HD max; sphinxes only), 8th— Quickened righteous might, 9thimprisonment.

Wudan Feats: Arcane Defense (Enchantment), Diehard, Divine Healing (enlarge self or righteous might), Innate Metamagic (Quicken enlarge person), Innate Metamagic (Sudden righteous might), Iron Will, Skill Focus (Endurance), Toughness.

Eldritch Blast (Sp): Your eldritch blast carries the roar of sphinxes; it deals sonic damage. Improved blast: Deafening Spell; greater blast: Fell Frightening (frightened).

Eldritch Resistances: Energy—negative energy; saving throws—[death] effects and energy drain; damage reduction—adamantine.

Fortified Flesh (Ex): At 1st level, your flesh takes on some of the hardness of stone. You gain 5% fortification (immunity to critical hits and sneak atacks). At 3rd level and every 4 class levels thereafter, your fortification increases by 5% (maximum at 35% at 19th level). This fortification doubles while you are under the effects of an enlarge person or righteous might spell (maximum 70% at 19th level).

Tombsight (Sp, Ex): Starting at 9th level, you can sense the ebbing of life forces and the pulse of necromantic energy around you. You gain the continuous effects of deathwatch and detect undead (as the spells). You also gain tremorsense 30 ft.

Assumption of Stone (Sp): At 15th level, you can use meld into stone and statue at will as spell-like abilities (self only), and you are immune to petrifaction.

Ageless Stone (Ex): At 20th level, you become immortal. You cease aging (though any aging effects already accrued remain in place), though you can still be killed by other means. You are also immune to all diseases, including supernatural and magical diseases (such as mummy rot).

Magus

This martial path is intended to simplify efforts to simulate the Magus base class from Ultimate Magic.

Bonus Skills: Endurance, Spellcraft.

Wudan Spells: 1sttrue strike, 2ndbull’s strength, 3rd—haste, 4thfire shield, 5thtelekinesis, 6thforceful hand, 7thspell turning, 8thmoment of prescience, 9thtime stop.

Wudan Feats: Arcane Armor Training, Arcane Boost, Combat Casting, Lightning Reflexes, Medium Armor Proficiency, Skill Focus (Spellcraft), Spellstrike, Two-Weapon Fighting.

Eldritch Blast (Sp): Your eldritch blast deals fire damage. Improved blast: Versatile Evocation (force); greater blast: Ray Splitting.

Eldritch Resistances: Energy—fire; saving throws--evocations; damage reduction—adamantine.

Athame (Ex): At 1st level, you gain an Arcane Bond (as the wizard class feature). You must choose a weapon as the object of your arcane bond.

Synergy: If you have the Two-Weapon Fighting feat and are wielding your athame in one hand and have the other hand free, as a full-round action you can make all of your attacks with your athame at a –2 penalty, and also cast any spell (or use a spell-like ability) with a casting time of 1 standard action. Any attack roll made as part of this spell also takes the -2 penalty.

Knowledge Pool (Su): This functions as the Arcane bloodline’s “prepare spells” ability; it is gained at 9th level.

Counterstrike (Ex): Starting at 15th level, whenever an enemy within reach casts a spell defensively, that enemy provokes an attack of opportunity from you after the spell is complete. This attack of opportunity cannot disrupt the spell.

True Magus (Su): At 20th level, you become a master of spells and combat. Any time you cast a spell in the same round in which you make a melee attack against the same target, you do not need to make a Concentration check to cast the spell defensively. In addition, you can choose to either increase the DC to resist the spell by +2, or grant yourself a +2 circumstance bonus on all attack rolls made against that target during that turn.

Soulknife

This martial path represents the base class of the same name from the 3.5 edition System Reference Document; enhancements to your mind blade are represented by spells known. If desired, replace the word “magic” with the word “psionic” in the abilities below; the mechanics stay the same.

Bonus Skills: Athletics, Sleight of Hand.

Wudan Spells: 1stlead bladesAPG, 2ndweapon of energySS, 3rdkeen edge, 4thghost touch weapon, 5thgreater energy surgePHII, 6thbrilliant blade or death bladeRR, 7thdaggers of VaulRR or Mordenkainen’s sword, 8thblack blade of disasterMF, 9thsoul bind (as swift action, on killing blow with mind blade).

Wudan Feats: Concussive Strike, Exotic Weapon Proficiency (short sword), Fleet, Lightning Reflexes, Skill Focus (Sleight of Hand), Vital Strike, Weapon Focus (light blades), Whirlwind Strike.

Eldritch Blast (Sp): Your eldritch blast is like a thrown mind blade; it deals piercing damage. Improved blast—the damage is force damage; greater blast—any feats, spells, or magic properties active on your mind blade also apply to your eldritch blast.

Eldritch Resistances: Energy—force; saving throws—instead of you gaining a bonus to saving throws, your mind blade gains an enhancement bonus equal to 1 less than the saving throw bonus you would normally receive (maximum +5 at 19th level). Damage reduction—magic (enhancement bonus equal to your mind blade’s is needed to overcome your DR).

Mind Blade (Su): As a move action, you can create a semisolid blade composed of magical energy distilled from your own mind. Each time you manifest it, choose one melee weapon; the blade is identical (except visually) to a weapon of that type. You can use feats in conjunction with the mind blade just as if it were a normal weapon; any weapon-specific feats (e.g., Weapon Focus) that apply to your mind blade in one form also apply to the mind blade in all other forms. You can spend personal numen (Chapter 6) on your mind blade as if it were a physical object, and its properties apply whenever you manifest it.

The blade can be broken (it has hardness 10 and 10 hit points); however, you can simply create another on your next move action. The moment you relinquish your grip on your blade, it dissipates (unless you intentionally throw it, in which case it vanishes after the attack). Spells you cast on your mind blade carry over to any new manifestation of it, if a previous one is broken or dissipates.

Even in places where magic effects do not normally function (such as within a null magic field), you can attempt to sustain your mind blade by making a DC 20 Will save. On a successful save, you maintain the mind blade for a number of rounds equal to your class level before you need to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on your turn, you can attempt a new Will save to rematerialize the mind blade while you remains within the negating effect.

Enhance Mind Blade (Su): At 9th level, any spells you cast that target your mind blade have a casting time of one swift action. In addition, you gain the Spellstrike feat, but it applies only in conjunction with your mind blade.

Pierce Magical Protection (Ex): At 15th level you gain the Pierce Magical Protection advanced fighter talent; it applies to your mind blade.

Mind Blade Mastery (Ex): At 20th level, you reach the pinnacle of your art. You no longer require a Will save to maintain her mind blade in a null magic field, and it retains any enhancement bonus and magical properties. In addition, you may cast spells affecting your mind blade as immediate actions.

Spelldancer

This martial path represents the Magus archetype of the same name from the Advanced Race Guide. It also provides the building blocks of the 3.5 edition Swiftblade prestige class from the Wizards of the Coast web site.

Bonus Skills: Acrobatics, Perform (dance).

Wudan Spells: 1stexpeditious retreat, 2ndblur, 3rd—haste, 4thfreedom of movement, 5thteleport, 6thshadow walk, 7thgreater teleport, 8thmoment of prescience, 9th—time stop.

Wudan Feats: Canny Defense, Improved Initiative, Internalize Spell (haste), Lightning Reflexes, Skill Focus (Acrobatics), Skirmish, Spring Attack, Swift Surge.

Eldritch Blast (Sp): Your eldritch blast deals sonic damage. Improved blast: your eldritch blast gains the effects of the Anchoring Blow feat (the BAB +11 and +16 effects do not apply); greater blast: Staggering Spell.

Eldritch Resistances: Energy—sonic; saving throws—evasive celerity (special; see below) Damage reduction—cold iron.

Evasive Celerity (Ex): Instead of a bonus to saving throws, you receive a miss chance (as if from a blink spell) as shown in the following table. Hostile spells that specifically target you also have that chance of failure (even if they do not require an attack roll), unless affected by the Transdimensional Spell feat. You do not gain any other features of the blink spell.

Class Level Evasive Celerity
3rd – 6th 10%
7th – 10th 20%
11th – 14th 30%
15th -18th 40%
19th – 20th 50%

Mobility (Ex): At 1st level, you gain Mobility (as the fighter talent), using your battle sorcerer class level in place of your fighter level (if you also have levels in Fighter, they provide Full synergy to this ability).

Spelldance (Su): Starting at 9th level, you can cast any of your bloodline spells as a swift action. This ability also applies to spell-like abilities gained from Reserve feats that are dependent upon one or more of your bloodline spells.

Perpetual Options (Ex): Starting at 15th level, you can perform even more actions with the haste spell. Instead of making one extra attack at your highest base attack bonus while under the effect of a haste spell that you cast yourself, you now have the choice of making one extra move action or one extra standard action.

True Magus (Su): As the Magus ability of the same name (see above).

Appendix C: Summoner

The Summoner base class, from the Advanced Player’s Guide, is presented here as a variant sorcerer, although it would conceivably work equally well as a 10-level prestige class for a conjurer. Theleb K’aarna, from Michael Moorcock’s Elric of Melniboné saga, is a good example of a summoner―he has magical powers of his own, but is generally found with a very powerful summoned ally (e.g., Quaolnargn in “The Stealer of Souls”).

Table C-1: The Summoner Hit Dice: d8

Class Level Base Attack Bonus

Spell

Capacity

Special

1st +0 1st

Eidolon, life link, Thaumaturgist

2nd +1 2nd

Bond senses

3rd +2 3rd

4th +3 4th

Shield ally

5th +3 5th

6th +4 6th

Maker’s call

7th +5 7th

8th +6/+1 8th

Transposition

9th +6/+1 9th

10th +7/+2 10th

Aspect

11th +8/+3 11th

12th +9/+4 12th

Greater shield ally

13th +9/+4 13th

14th +10/+5 14th

Life bond

15th +11/+6/+6 15th

16th +12/+7/+7 16th

Merge forms

17th +12/+7/+7 17th

18th +13/+8/+8 18th

Greater aspect

19th +14/+9/+9 19th

Gate

20th +15/+10/+10 20th

Twin eidolon

Saving Throws: Summoners gain a +2 class bonus to Intuition and Will saves.

Bonus Skills: You receive one free rank per class level in Concentration and Knowledge (the Planes). These are otherwise treated as class skills, but do not count against your total number of skill points.

Class Skills: Bluff, Craft (any), Fly, Knowledge (any), Planar Sense, Profession (any), Spellcraft.

Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiency: Summoners have Simple proficiency with all weapons. They are also proficient with light armor, but gain no shield proficiency. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes..

Class Features: Summoners are treated as standard sorcerers except as specifically noted (as shown in Table C-1, they do not receive many of the class features gained by the standard sorcerer or battle sorcerer). The lack of a bloodline or martial path means that you gain no bloodline/wudan arcana, eldritch blast, eldritch resistances, or bonus feats.

Spellcasting: Summoners cast spells as do sorcerers, but generally know fewer spells and can cast fewer spells per day. You do not gain the standard sorcerer’s eschew materials, expanded arcana, eldritch blast, blast metamagic, rapid metamagic, impromptu metamagic, or impromptu spells abilities. In addition, you reduce your spells per day (Spellcasting Table 2 in Chapter 7) by 1 per spell level (to a minimum of 0/day).

Your bonus spells (Chapter 7, Table 1) are as follows: 1st through 9thsummon monster I—IX. These spells cannot be exchanged for different spells at higher levels.

Eidolon: A summoner has no bloodline; he or she instead devotes her initiation to the binding of an increasingly-powerful extraplanar being.

You begin play with the ability to summon to your side an outsider called an eidolon. The eidolon forms a link with you; forever after, you summon an aspect of the same creature. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon’s hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by you (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If you are unconscious, asleep, or killed, your eidolon is immediately banished.

The eidolon takes a form shaped by your desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to your class level and increase as you gain levels. In addition, each eidolon receives a pool of evolution points, based on your class level, that can be used to give the eidolon different abilities and powers. Whenever you gain a level, you must decide how these points are spent, and they are set until you gain another level of summoner.

The eidolon's physical appearance is up to you, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature.

Life Link (Su): Whenever your eidolon takes enough damage to send it back to its home plane, you can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, you and your eidolon must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal. Because the eidolon’s maximum, rather than current, hit points are reduced, its wound thresholds change accordingly.

Thaumaturgist: You gain Thaumaturgist (Chapter 5) as a bonus feat at 1st level, allowing you to control summoned monsters. Your eidolon’s CR (Table C-2) counts against your total CR limit; you are always able to retain an eidolon of at least the CR listed in the table, even at 1st through 7th level.

Bond Senses (Su): Starting at 2nd level, you can, as a standard action, share the senses of your eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. You can use this ability a number of rounds per day equal to your class level. There is no range to this effect, but you and the eidolon must be on the same plane. You can end this effect as a free action.

Shield Ally (Ex): At 4th level, whenever you are within your eidolon's reach, you receive a +2 shield bonus to Armor Class and a +2 circumstance bonus on saving throws. These bonuses do not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Maker's Call (Su): At 6th level, as a standard action, you can call your eidolon to his side. This functions as dimension door. When used, the eidolon appears adjacent to you (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. You can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th (maximum 4/day at 18th level).

Transposition (Su): At 8th level, you can use your maker's call ability (q.v.) to swap locations with your eidolon. If it is larger than you, you can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the you if able, or as close as possible if it is not able.

Aspect (Su): At 10th level, you can divert up to 2 points from your eidolon's evolution pool to add evolutions to himself. You cannot select any evolution that the eidolon could not possess, and you must be able to meet the requirements as well. You cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon's evolution pool (reducing the total number available to the eidolon). You can change the evolutions you receive from these points any time you can change the eidolon's evolutions.

Greater Shield Ally (Su): At 12th level, whenever an ally of yours is within your eidolon's reach, the ally receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. In addition, your shield other bonuses increase to +4. These bonuses does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Life Bond (Su): At 14th level, your life becomes inextricably linked to your eidolon's. As long as the eidolon has 1 or more hit points, you are protected from harm. Damage in excess of that which would reduce you to fewer than 0 hit points is instead transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon as the eidolon is reduced to a number of negative his points equal to its Constitution score, all excess damage remains with you. Effects that cause death but not damage are unaffected by this ability. Likewise, this ability does not affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not cause actual damage.

Merge Forms (Su): At 16th level, as a full-round action, you can touch your eidolon and merge into its form. This transformation includes all of the your gear. While merged in this way, you are protected from harm and cannot be the target of spells or effects. All effects and spells currently targeting you are suspended until you emerge from the eidolon (although durations continue to expire).

You can cast spells while inside the eidolon by taking control of the eidolon for the duration of the casting. Any material components used for these spells are taken from your gear, even though they are otherwise inaccessible. You can direct all of the eidolon's actions while merged, can perceive through its senses, and can speak through its voice.

You can use this ability for a number of rounds per day equal to your summoner level. You can end this effect at any time as a swift action. You emerge in a square adjacent to the eidolon if able. If the eidolon is returned to its home plane while you are merged with it, you are immediately ejected, taking 4d6 points of damage, and are stunned for 1 round.

Greater Aspect (Su): At 18th level, you can divert more of his eidolon's evolutions to yourself. This ability functions as the aspect ability, but up to 6 evolution points can be taken. Unlike the aspect ability, the eidolon loses 1 point from its evolution pool for every 2 points (or fraction thereof) diverted to you.

Gate: At 19th level, you gain gate as a bonus spell known, as if you had selected the Expanded Arcana feat.

Twin Eidolon (Su): At 20th level, you and your eidolon share a primal connection. As a standard action, you can assume the shape of your eidolon, copying all of its evolutions, form, and abilities. Your Strength, Dexterity, and Constitution scores change to match the base scores of your eidolon. You can choose to have any gear that you carry become absorbed by your new form, as with spells from the [polymorph] subschool. Items with continuous effects continue to function while absorbed in this way. You lose your natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by your eidolon's evolutions. You retain all of your class features. You can keep this form for a number of minutes per day equal to your summoner level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You can end this effect as a free action.

Eidolons

An eidolon's abilities are determined by the summoner's level and by the choices made using its evolution pool. Table C-2 lists many of the base statistics of the eidolon. Each eidolon possesses a base form that modifies these base statistics (Table C-3). In addition eidolons gain the Bonded Companion template (see druid’s Mark of the Wild class feature).

Class Level: This is your summoner level.

Hit Dice: This is the total number of racial (Outsider) Hit Dice the eidolon possesses.

Bate Attack: This is the eidolon's base attack bonus. Eidolons do not gain additional attacks using their natural weapons for a high base attack bonus.

Armor Bonus: The number noted here is the eidolon's base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the eidolon's base form and some options available through its evolution pool. An eidolon cannot wear armor of any kind, as the armor interferes with the summoner's connection to the eidolon.

Str/Dex Bonus: Add this modifier to the eidolon's Strength and Dexterity scores, as determined by its base form. Some options available through the eidolon's evolution pool might modify these scores.

Evolution Pool: The value given in this column is the total number of points in the eidolon's evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the eidolon. Whenever the summoner gains a level, the number in this pool increases and the summoner can spend these points to change the abilities of the eidolon. These choices are not set. The summoner can change them whenever he gains a level (and through the transmogrify spell).

Maximum Attacks: This indicates the maximum number of natural attacks that the eidolon is allowed to possess at the given level. If the eidolon is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons.

Table C-2: The Eidolon Hit Dice: d10

Summoner

Level

Hit

Dice

Base

Attack

Armor

Bonus

Str/Dex

Bonus

Evolution Pool

Maximum

Attacks

Effective CR
1st 1 +1 +0 +0 3 3 ½
2nd 2 +2 +2 +1 4 3 1
3rd 3 +3 +2 +1 5 3 2
4th 3 +3 +2 +1 7 4 2
5th 4 +4 +4 +2 8 4 3
6th 5 +5 +4 +2 9 4 4
7th 6 +6 +6 +3 10 4 5
8th 6 +6 +6 +3 11 4 5
9th 7 +7 +6 +3 13 5 5
10th 8 +8 +8 +4 14 5 6
11th 9 +9 +8 +4 15 5 7
12th 9 +9 +10 +5 16 5 7
13th 10 +10 +10 +5 17 5 8
14th 11 +11 +10 +5 19 6 8
15th 12 +12 +12 +6 20 6 9
16th 12 +12 +12 +6 21 6 9
17th 13 +13 +14 +7 22 6 10
18th 14 +14 +14 +7 23 6 11
19th 15 +15 +14 +7 25 7 11
20th 15 +15 +16 +8 26 7 12

Saving Throws: An eidolon possesses two good saving throws and two bad saving throws, determined by the creature's base form (see below).

Class Skills: Bluff, Craft (any), Knowledge (planes), Perception, Planar Sense, and Stealth. In addition, at 1st level, you can choose two additional skills to be class skills for your eidolon. Note that eidolons with a fly speed receive Fly as a free class skill, even if they do not gain a fly speed until a later level.

Skill Points per Hit Die: 4 + Int modifier.

Base Forms: Each eidolon has one of three base forms that determines its starting size, speed, AC, attacks, and attribute scores. These base forms also note any free evolutions that base form possesses. The bonuses from these free evolutions are already factored into the starting statistics.

The eidolon is assumed to be Medium size at the start. Alternatively, any one of these base forms can be used to make a Small eidolon. If the eidolon is Small, it gains a +2 bonus to its Dexterity score. It also takes a –4 penalty to its Strength and a –2 penalty to its Constitution. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks, and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step. If this choice is made, the eidolon can be made Medium whenever the summoner can change the eidolon's evolution pool (which causes it to lose these modifiers for being Small).

Table C-3: Eidolon Base Statistics

Shape: Quadruped Biped Serpentine
Speed: 40 ft. 30 ft.

20 ft.,

climb 20 ft.

Natural AC: +2 +2 +2
Good Saves: Fort, Ref Fort, Will Ref, Int
Bad Saves: Int, Will Ref, Int Fort, Will
Attacks: Bite 2 claws Bite, tail
Strength: 14 16 12
Dexterity: 14 12 16
Constitution: 13 13 13
Intelligence: 7 7 7
Wisdom: 10 10 10
Charisma: 11 11 11
Free Evolutions: Bite, limbs (legs) (2) Claws, limbs (arms, legs) Bite, climb, reach (bite), tail, tail slap

Evolutions: Each eidolon receives a number of evolution points that can be spent to give the eidolon new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever you gain a new level, but they are otherwise set. Some evolutions require that the eidolon have a specific base form or that you be of a specific level before they can be chosen. A number of evolutions grant the eidolon additional natural attacks.

Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever you gain a level. Unless otherwise noted, each evolution can only be selected once.

1-Point Evolutions

Bite (Ex): The eidolon's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack dealing a base 1d6 damage for Medium eidolons. If the eidolon already has a bite attack, this evolution allows it to deal 1½ times its Strength modifier on damage rolls made with its bite.

Claws (Ex): The eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage for Medium eidolons. The eidolon must have the limbs evolution (q.v.) to take this evolution. This evolution can only be applied to the limbs (legs) evolution once This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Climb (Ex): The eidolon becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's climb speed by 20 feet.

Energy Resistance (Ex): The eidolon's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, electricity, fire, or sonic). The eidolon gains resist 5 against that energy type. This resistance increases by 5 for every 5 class levels you possess. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different energy type.

Gills (Ex): The eidolon has gills and can breathe underwater indefinitely.

Improved Damage (Ex): One of the eidolon's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Improved Natural Armor (Ex): The eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor. This evolution can be taken once for every five class levels you possess.

Penetrating Attacks (Su): The eidolon’s natural attacks can penetrate damage reduction as if they had a permanent enhancement bonus of +1, with an additional +1 per 4 class levels you possess (maximum +6 at 20th level).

Mount (Ex): The eidolon is properly skilled and formed to serve as a combat-trained mount. The eidolon must be at least one size category larger than its rider. This evolution is only available to eidolons of the quadruped and serpentine base forms.

Pincers (Ex): The eidolon grows a large pincers at the end of one pair of its limbs, giving it two pincer attacks. These attacks are secondary attacks dealing a base 1d6 damage for Medium eidolons. Eidolons with the grab evolution (q.v.) linked to pincers gain a +2 bonus on CMB checks made to grapple. The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Pounce (Ex): The eidolon gains quick reflexes, allowing it to make a full attack after a charge. This evolution is only available to eidolons of the quadruped base form.

Pull (Ex): The eidolon gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pulled in this way do not provoke attacks of opportunity. The eidolon must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Push (Ex): The eidolon gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the eidolon. This ability only works on creatures of a size equal to or smaller than the eidolon. Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different natural attack.

Reach (Ex): One of the eidolon's attacks is capable of striking at foes at a distance. Pick one attack. The eidolon's reach with that attack increases by 5 feet.

Scent (Ex): An eidolon's sense of smell becomes quite acute. The eidolon gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the eidolon to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The eidolon can pinpoint the creature's location if it is within 5 feet. The eidolon can use scent to track creatures.

Skilled (Ex): An eidolon becomes especially adept at a specific skill, gaining Skill Focus with that skill as a bonus feat. This evolution can be selected more than once.

Slam (Ex): An eidolon can deliver a slam attack. This attack is a primary attack dealing a base 1d8 damage for Medium eidolons. The eidolon must have the limbs (arms) evolution to take this evolution. Alternatively, the eidolon can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the eidolon must possess an equal number of the limbs evolution.

Sting (Ex): The eidolon possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack dealing a base 1d4 damage for Medium eidolons. The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution.

Swim (Ex): The eidolon gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the eidolon the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the eidolon's swim speed by 20 feet.

Tail (Ex): The eidolon grows a long, powerful tail. This grants it a +2 racial bonus on Acrobatics checks made to balance. This evolution can be selected more than once; the effects stack.

Tail Slap (Ex): The eidolon can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack dealing a base 1d6 points of damage for Medium eidolons. The eidolon must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the eidolon must possess an equal number of the tail evolution.

Tentacle (Ex): The eidolon possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack dealing a base 1d4 damage for Medium eidolons. This evolution can be selected more than once.

Wing Buffet (Ex): An eidolon learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks dealing a base 1d4 damage for Medium eidolons. The eidolon must possess the flight evolution, with wings, to select this evolution.

2-Point Evolutions

Ability Increase (Ex): The eidolon grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the eidolon's attribute scores by +2. This evolution can be selected more than once. It can only be applied once to an individual attribute score, plus one additional time for every 6 class levels you possess.

Constrict (Ex): The eidolon gains powerful muscles that allow it to crush those it grapples. Whenever the eidolon successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution. This evolution is only available to eidolons of the serpentine base form or that grab with tentacles.

Energy Attacks (Su): The eidolon's attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the eidolon's natural attacks deal additional energy damage of that type equal to 1d6 per 5 class levels you possess.

Energy Immunity (Su): The eidolon's body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, force, negative energy, positive energy, or sonic. The eidolon gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The summoner must be at least 7th level before selecting this evolution.

Flight (Ex or Su): The eidolon grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly with a fly speed equal to its base speed. For 2 additional evolution points, the eidolon flies by means of magic, making this a supernatural ability. The eidolon's fly speed can be increased by spending additional evolution points, gaining a 20-foot increase to fly speed for each additional point spent.

Gore (Ex): The eidolon grows a number of horns on its head, giving it a gore attack. This attack is a primary attack dealing a base 1d6 damage for Medium eidolons, with a critical multiplier of x3.

p>Grab (Ex): The eidolon becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the eidolon makes a successful attack of the selected type, it can attempt a free combat maneuver check to grapple the target. This ability only works on creatures of a size one category smaller than the eidolon or smaller. Eidolons with this evolution receive a +4 bonus on CMB checks made to grapple.

Limbs (Ex): The eidolon grows an additional pair of limbs. These limbs can take one of two forms: legs, complete with feet, or arms, complete with hands. Each pair of legs increases the eidolon's base speed by 10 feet. The eidolon does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the eidolon is proficient. This evolution can be selected more than once.

Poison (Ex): The eidolon injects poison with its bite or sting (pick one). Eidolon poison—type poison (injury); save Fort negates (DC 10 + half the eidolon’s HD + the eidolon’s Con modifier); effect 1d4 Strength damage/round for 1 round per 2 class levels you possess; cure 1 save. For 2 additional evolution points, this poison deals Constitution damage instead. This poison can be used no more than once per round.

Rake (Ex): An eidolon grows claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks dealing a base 1d4 damage for Medium ediolons. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. This evolution is only available to eidolons with the quadruped base form. This evolution counts as one natural attack toward the eidolon's maximum.

Rend (Ex): The eidolon learns to rip and tear the flesh of those it attacks with its claws, gaining Two-Weapon Strike and Vital Strike as bonus feats. The eidolon must meet the prerequisites normally.

Trample (Ex): The eidolon gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the eidolon can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the eidolon does not need to make a check, it merely has to move over opponents in its path. The creatures take Vital Strike damage (Chapter 5), plus 1½ times the eidolon's Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage (DC 10 + half the eidolon's HD + the eidolon's Strength modifier). A trampling eidolon can deal trampling damage to a creature only once per round. This evolution is only available to eidolons of the biped or quadruped base forms.

Tremorsense (Ex): The eidolon becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 10 feet per 2 class levels you possess.

Trip (Ex): The eidolon gains Maneuvering Strike as a bonus feat, which applies to trip attempts made with its bite.

Weapon Training (Ex): An eidolon learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains Martial proficiency with all weapons. If 4 additional evolution points (total) are spent, it gains Exotic proficiency with all weapons.

3-Point Evolutions

Blindsense (Ex): The eidolon's senses become incredibly acute, giving it blindsense out to a range of 10 feet per 3 class levels you possess.

Burrow (Ex): The eidolon grows thick and gnarled claws, allowing it to move through the earth. The eidolon gains a burrow speed equal to half its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. You must be at least 9th level before selecting this evolution.

Damage Reduction (Su): The eidolon's body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The eidolon gains damage reduction equal to half your class level that can be bypassed by weapons that possess the chosen alignment.

Frightful Presence (Ex): The eidolon becomes unsettling to its foes, gaining the frightful presence ability. The eidolon can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the eidolon must make a Will save (DC 10 + half the eidolon’s HD + the eidolon’s Charisma modifier) or become shaken for 3d6 rounds. If the eidolon has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the eidolon are immune to this effect. You must be at least 11th level before selecting this evolution.

Swallow Whole (Ex): The eidolon gains the swallow whole ability. Swallowed creatures take damage equal to the eidolon's bite damage each round plus 1d6 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the eidolon's total hit points. The eidolon's AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the eidolon loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the eidolon's mouth, where it can attempt to escape or be swallowed again. The eidolon must possess the grab evolution, tied to a bite attack, to take this evolution.

Web (Ex): The eidolon gains a pair of spinnerets, giving it the ability to spin webs. The eidolon can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged touch attack up to 8 times per day, entangling a creature up to one size larger than the eidolon. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with an Escape Artist check or a Strength check (at a –4 penalty). The DC of these checks is Con-based. The webs have a Hardness of 0 and a number of hits points equal to the eidolon's total Hit Dice. The eidolon can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The eidolon must possess the climb evolution to take this evolution. You must be at least 7th level before selecting this evolution.

4-Point Evolutions

Blindsight (Ex): The eidolon must possess the blindsense evolution to take this evolution. The eidolon's senses sharpen even further, granting it blindsight rather than blindsense.

Breath Weapon (Su): The eidolon learns to exhale a 30-ft. cone or 60-ft. line of magical energy, gaining a breath weapon that deals 1d6 acid, cold, electricity, or fire damage per HD it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC Con-based. You must be at least 9th level before selecting this evolution. The eidolon can use this ability once per day, plus an additional time per 4 class levels after the 9th that you possess (maximum 3/day at 19th level).

Fast Healing (Su): The eidolon gains fast healing 1. This fast healing does not function when the eidolon is not on the same plane as its summoner. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5 hp/round). You must be at least 11th level before selecting this evolution.

Large (Ex): The eidolon grows in size, becoming Large. The eidolon gains a +8 size bonus to Strength, a +4 size bonus to Constitution, and a +2 size bonus to its natural armor. It takes a –2 size penalty to its Dexterity. If the eidolon has the biped base form, it also gains 10-foot reach (any reach evolutions the eidolon possesses are added to this total). The eidolon must be Medium to take this evolution.

If 6 additional evolution points are spent, the eidolon instead becomes Huge. The eidolon gains a +16 total size bonus to Strength, a +8 size bonus to Constitution, and a +5 bonus to its natural armor. It takes a –4 penalty to its Dexterity. This size change also gives the creature a 10-foot reach. If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the eidolon possesses are added to this total.

The ability increase evolution costs twice as much (4 evolution points) when adding to the Strength or Constitution scores of a Large or Huge eidolon.

Spell Resistance (Ex): The eidolon is protected against magic, gaining spell resistance equal to 11 + your class level. This spell resistance does not apply to spells cast by you.


  1. This spell functions exactly as black tentacles, except it belongs to the school of Necromancy rather than Conjuration. The effect is that of skeletal hands, rather than rubbery tentacles, bursting up from the ground.