Sorcerer Bloodlines

The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.


Aberrant

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

Class Skill

Knowledge (dungeoneering).

Bonus Spells

enlarge person (3rd), see invisibility(5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank(17th), shapechange (19th).

Bonus Feats

Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering]).

Bloodline Powers

Aberrant sorcerers show increasing signs of their tainted heritage as they increase in level. While these traits are simple to hide, a sorcerer can choose to show her traits at any time.

Acidic Ray (Su)
Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two caster levels you possess.
Long Limbs (Ex)
At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.
Unusual Anatomy (Ex)
At 9th level, your anatomy changes, giving you a 25% chance of ignoring any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.
Alien Resistance (Su)
At 15th level, you gain spell resistance equal to your sorcerer level +10.
Aberrant Form (Ex)
At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.

Abyssal

Some time 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, calling on you to bring ruin to those around you.

Class Skill

Knowledge (planes).

Bonus Spells

cause fear (3rd), bull’s strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster ix (19th).

Bonus Feats

Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes]).

Bloodline Powers

While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.

Claws (Ex)
Starting at 1st level, you can make two claw attacks as your 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). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small). At 11th level, these claws become flaming weapons, dealing 1d6 points of fire damage on a successful hit. This is a supernatural ability.
Demon Resistances (Ex)
At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.
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 again 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.
Demonic Might (Su)
At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet.

Arcane

Your family has always been skilled in the art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Class Skill

Knowledge (any one).

Bonus Spells

identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland-flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).

Bonus Feats

Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Powers

Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

Arcane Bond (Su)
At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your levels stack with any wizard levels you posses when determining the powers of your familiar or bonded object.
Metamagic Adept (Ex)
At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
New Arcana (Ex)
At 9th level, you can add any one spell that you are capable of casting to your list of spells known. You can also add one additional spell at 13th level and 17th level.
School Power (Ex)
At 15th level, pick one school of magic. The DC for any spells you cast of that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.
Arcane Apotheosis (Ex)
At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you are using magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.

Celestial

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

Class Skill

Heal.

Bonus Spells

bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), dispel magic, greater(13th), banishment (15th), sunburst (17th), gate (19th).

Bonus Feats

Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Powers

Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.

Heavenly Fire (Su)
Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d6 points of fire damage +1 for every two caster levels you possess. Against good creatures, this ray heals them of 1d6 points of damage +1 for every two caster levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect.
Celestial Resistances (Ex)
At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Wings of Heaven (Su)
At 9th level, you can sproutfeathery wings and fly for a number of minutes per day equal to your sorcerer level with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but you must use it in 1 minute increments.
Conviction (Su)
At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed. You must take the second result, even if it is worse. You can use this ability once per day.
Ascension (Su)
At 20th level, you can call upon the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain the tongues ability, allowing you to speak with any creature that has a language.

Destined

Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline’s origin, you have a great future ahead of you.

Class Skill

Knowledge (history).

Bonus Spells

alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th).

Bonus Feats

Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.

Bloodline Powers

You are destined for great things, and the powers that you gain serve to protect you and fulfill your destiny.

Touch of Destiny (Su)
Starting at 1st level, you can touch a creature as a standard action to give it a bonus to a single attack roll, skill check, ability check, or saving throw equal to half your caster level (minimum +1). This bonus lasts 3 rounds or until it is used. Once a creature has benefited from touch of destiny, it can gain no further benefit from this ability for 1 day.
Fated (Su)
Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws during surprise rounds or if you are otherwise unaware of the attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum +5 at 19th level.
It Was Meant To Be (Su)
At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.
Within Reach (Su)
At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –9 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.
Destiny Realized (Su)
At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll.

Draconic

At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone

Class Skill

Perception.

Bonus Spells

mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II(15th), form of the dragon III(17th), wish (19th).

Bonus Feats

Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

Bloodline Powers

The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table.

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). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases to 1d8 points of damage (1d6 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability.
Dragon Resistances (Ex)
At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su)
At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per caster level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + ½ your sorcerer level + your Constitution modifier. The shape of the breath weapon depends on your dragon type. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
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. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Class Skill

Knowledge (planes).

Bonus Spells

burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th). *These spells always deal a type of damage determined by your element.

Bonus Feats

Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.

Element Energy Type Elemental Movement
Air Electricity Fly 60 feet (average)
Earth Acid Burrow 30 feet
Fire Fire +30 feet base speed
Water Cold Swim 60 feet

Bloodline Powers

One of the four elements is fused to your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted on the following table.

Elemental Ray (Su)
Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type +1 for every two caster levels you possess.
Elemental Resistance (Ex)
At 3rd level, you gain resist 10 against your energy. At 9th level, your energy resistance increases to 20.
Elemental Blast (Su)
At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per caster level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their save gain vulnerability to your energy type for 1 round. The DC of this save is equal to 10 + ½ your sorcerer level + your Constitution modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Elemental Movement (Su)
At 15th level, you gain a special movement type or bonus. This ability is based on your element.
Elemental Body (Su)
At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage of your energy type.

Fey

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. This tends to make you more emotional than most, prone to bouts of extreme joy and rage.

Class Skill

Knowledge (nature).

Bonus Spells

entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th).

Bonus Feats

Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]).

Bloodline Powers

You have always had a tie to the natural world and, as your power increases, so does the influence of the fey.

Laughing Touch (Su)
At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action and can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 1 day.
Woodland Stride (Ex)
At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Fleeting Glance (Su)
At 9th level, you can turn invisible for a number of rounds per day equal to your caster level. This ability functions as greater invisibility. These rounds

need not be consecutive.

Fey Magic (Su)
At 15th level, you may reroll any caster level 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. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a bonus spell.

Infernal

Somewhere in your family’s history, a relative made a deal with a devil, and that pact has influenced the line ever since. Now it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can’t help but wonder if your ultimate reward is bound to the Pit.

Class Skill

Diplomacy.

Bonus Spells

protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with thefiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th).

Bonus Feats

Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration.

Bloodline Powers

You can draw upon the power ofthe Hells, although you must be wary of their corrupting influence. Such power does not come without a price.

Corrupting Touch (Su)
At 1st level, you can cause a creature to become shaken as a melee touch attack.The target also takes an additional –2 penalty on saves versus spells of the enchantment school. This effectpersists for 1 round per two caster levels you possess (minimum 1). Multiple touches do not stack, but they do reset the duration.
Infernal Resistances (Ex)
At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.
Hellfire (Su)
At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per caster level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their save are shaken for 1 round per caster level. The DC of this save is equal to 10 + ½ your sorcerer level + your Constitution modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Undead

The touch of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.

Class Skill

Knowledge (religion).

Bonus Spells

chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th).

Bonus Feats

Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness.

Bloodline Powers

You can call upon the foul powers of the afterlife. Unfortunately, the more you draw upon them, the closer you come to joining them.

Grave Touch (Su)
Starting at 1st level, you can make a melee touch attack as a standard action that deals 1d6 points of cold damage +1 for every two caster levels you possess. Creatures damaged by this attack automatically fail all stabilization checks made within 1 minute ofyour touch.
Death’s Gift (Su)
At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.
Grasp of the Dead (Su)
At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per caster level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + ½ your sorcerer level + your Constitution modifier. The skeletal arms are spectral and disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Incorporeal Form (Su)
At 15th level, you can become incorporeal for 1 round per caster level. While in this form, you gain the incorporeal subtype and your spells do not affect corporeal creatures, but your grave touch ability functions normally. You can use this ability once per day.