Bloodlines: New Options For Sorcerers - The Trove

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Bloodlineswritten by: Stefen StyrskyEditing: G.M. SkarkaArt: Toby GregoryLayout: David JarvisCONTENTSBloodlinesBarghestDoppelganger  Efreeti  Ghoul  Gibbering Mouther  Ice Devil  Kirin  Lillend  112334556Medusa  Naga  Rakshasa  Treant  Vampire  New FeatsFocused Power  Instant Power  It’s in the Blood  Strong Magic  778891010101010The sorcerer bloodlines in the Pathfinder RPGrulebook allow great variety within a singleclass. Yet, the bloodlines only hint at the differences that might exist among sorcerers. Not allundead are the same. Good and evil outsiders rangebeyond devils and angels. Some aberrations display avariety of powers that include abilities not all similarto those in the core rulebook. This supplement allowsplayers to create a sorcerer based on a bloodlinederived from a specific creature such as a naga, ratherthan a general celestial, infernal, abyssal or aberrantheritage. Two monstrous humanoid bloodlines, doppelganger and medusa, and a treant bloodline arealso included. There are also four new feats useful toany sorcerer.BarghestNot every barghest slays and devours all those theyencounter. Many become kings of goblins, and spreadtheir taint through entire tribes. In other cases,decadent beings consort with evil creatures such asbarghest, absorb some of their foul energies and pass iton to descendants.Class Skill: Stealth.Bonus Spells: enlarge person (3rd), invisibility (5th),blink (7th), beast shape II (9th), nightmare (11th),mass bull’s strength (13th), phase door (15th), masscharm monster (17th), mass hold monster (19th).Bonus Feats: Combat Reflexes, Improved Critical(bite), Great Fortitude, Improved Initiative, ImprovedTrip, Lightning Reflexes, Skill Focus (Stealth), WeaponFocus (bite).Bloodline Arcana: Whenever you cast a spell of thetransmutation school, increase the duration of thespell 50% (minimum 1 round). This bonus does notstack with the increase granted by the Extend Spellfeat.Bloodline Powers: Either because you have a goblinancestor or some association with the evil outsiderscalled barghest, you possess a ferocity no amountof civilization or manners can temper. With time youexude the air of the deadly predator.Bite (Ex): At 1st level you can grow fangs as a freeaction. These fangs are treated as natural weapons,allowing you to make a bite attack as a standardaction using your full base attack bonus. This attackdeals 1d6 points of damage (1d4 if you are Small)plus your Strength modifier. At 5th level, this biteis considered a magic weapon for the purposes ofovercoming DR. At 7th level, the damage increasesby one step to 1d8 points of damage (1d6 if youare Small). At 11th level, this bite also inflicts 1d3points of bleed damage on a successful hit. A Healcheck (DC 10 ½ your sorcerer level Charismamodifier) or any type of magical healing halts theCompatibility with the Pathfinder Roleplaying Game requires thePathfinder Roleplaying Game from Paizo Publishing, LLC.See for more information on thePathfinder Roleplaying Game. Paizo Publishing, LLC does notguarantee compatibility, and does not endorse this product.1

bleed damage. You can use your bite attack for anumber of rounds per day equal to 3 Charismamodifier.Barghest Resistances (Ex): At 3rd level you gainresist electricity 5 and a 1 natural armor bonus. At9th level your electricity resistance increases to 10and natural armor bonus to 2. At 15th level yournatural armor bonus increases to 4.Bite and Feed (Su): At 9th level as an extraordinaryability your bite attack’s critical threat rangeincreases by 1. This stacks with the ImprovedCritical feat. When you score a critical hit against acreature vulnerable to critical hits or slay a creaturewith your bite attack vulnerable to critical hits yougain temporary hit points equal to ½ the creature’sHit Dice, and your caster level increases by 1 forone round. This is a supernatural ability.Shape of the Wolf (Su): At 15th level you canassume the form of a dire wolf for a number ofminutes per day equal to your sorcerer level. Theseminutes do not need to be consecutive, but mustbe used in 1 minute increments. While in this formyou gain DR 5/cold iron and magic.Goblin King (Su): At 20th level your barghest natureis made manifest. You can speak with wolves (asspeak with animals). You gain DR 10/cold iron andmagic, and immunity to electricity. Barghest andgoblinoid creatures with fewer Hit Dice than yoursorcerer level can not attack you unless compelledto do so through magic.DoppelgangerThe creatures known as doppelgangers intermix withother humanoids so easily it is a wonder more of yourkind don’t exist. Of course, given the secretive natureof doppelgangers, you might be surrounded by kin andnever know it.Class Skill: Disguise.Bonus Spells: disguise self (3rd), alter self (5th),tongues (7th), beast shape II (9th), polymorph (11th),mislead (13th), giant form I (15th), clone (17th),shapechange (19th).Bonus Feats: Deceitful, Dodge, Great Fortitude,Persuasive, Skill Focus (Disguise), Skill Focus (UseMagic Device), Spell Penetration.Bloodline Arcana: You gain a bonus to Use MagicDevice skill checks equal to ½ your Sorcerer level(minimum 1) when you attempt to emulate an abilityscore, alignment, class feature or race.Bloodline Powers: You blend in wherever you go.Changing your physical attributes is almost as easy asdonning new clothes.2Fists (Ex): Starting at 1st level you can transformyour hands as a free action into meaty bludgeonscapable of inflicting lethal damage. These fistsare treated as natural weapons, allowing you tomake two unarmed attacks with your hands as afull attack action using your full base attack bonus.Each of these attacks deal 1d4 points of damageplus your Strength modifier (1d3 if you are Small).At 5th level, your strikes are considered magicweapons for the purposes of overcoming DR. At7th level, the damage increases by one step to 1d6points of damage (1d4 if you are Small). At 11thlevel, the damage increases again to 1d8 points ofdamage (1d6 if you are Small), and you can alterthe shape of your fists to deal either bludgeoning,piercing or slashing damage. You can use thisability for a number of rounds per day equal to 3 your Charisma modifier.Mind Reader (Sp): At 3rd level you gain the abilityto read minds as the detect thoughts spell. The DCto resist this ability is 10 ½ your sorcerer level your Charisma modifier. You may use this ability aonce per day at 3rd level. This increases to twiceper day at 9th level and three times per day at 15thlevel.Mutable Form (Ex): At 9th level you can choose toincrease your Strength, Constitution or Dexterityby an inherent 2 bonus. At 13th level thisbonus increases to 4, and to 6 at 17th level.At 12th, 16th and 20th level you can change thecharacteristic that receives the bonus, as long as itis either Strength, Constitution or Dexterity.Mimicry (Su): At 15th level you can assume theform of any specific Small or Medium humanoidcreature for a number of minutes equal to ½your sorcerer level. These minutes do not needto be consecutive, but must be used in 1 minuteincrements.Chameleon (Su): At 20th level, your ability toimitate others is unsurpassed. You can indefinitelymaintain the form of another Small or Mediumhumanoid, even a specific individual. Youautomatically succeed on all Disguise skill checkswhen in the form of another creature. Only magiccan reveal your true identity. Also, your internalorgans are of your own arrangement, granting youa 25% chance to ignore any critical hit or sneakattack scored against you.

EfreetiThe connection between the material world and theplane of fire is not as tenuous as generally believed.Azer, salamanders and efreeti all move back in forthin search of loot and slaves. You or an ancestor are aslave-born being escaped from the genie’s pits of fire.The time spent on the plane infused your body withthe efreet’s power of flame, deception and illusion.Class Skill: Knowledge (planes).Bonus Spells: enlarge person (3rd), invisibility (5th),fireball (7th), wall of fire (9th), persistentimage (11th), elemental body(fire only) (13th), plane shift(willing targets to elementalplanes, Astral Plane, orMaterial plane only) (15th),screen (17th), wish (19th).Bonus Feats: Combat Casting,Deceitful, Dodge, ImprovedInitiative, Quicken Spell, SkillFocus (Bluff), Weapon Focus.Bloodline Arcana: Wheneveryou cast an evocation spellwith the fire descriptor youdeal 1 point of damage per dierolled.Bloodline Powers: Yourextra-planar nature starts asthe ability to command fire.Eventually, your skin takeson a deep red hue as youmanifest the characteristicsof your ancestry. At theheight of your power, firecan not harm you and eventhe elementals bow to yoursuperiority.Searing Ray (Sp): Starting at 1st levelyou can fire a ray of fire as a standard action,targeting any foe within 30 feet as a rangedtouch attack. The ray of fire deals 1d6 points offire damage 1 for every two sorcerer levels youpossess. You can use this ability for a number oftimes per day equal to 3 your Charisma modifier.Genie’s Resistances (Ex): At 3rd level you gainresist fire 5 and a 2 bonus to saving throws madeagainst poison. At 9th level your fire resistanceincreases to 10 and your bonus on poison savingthrows increases to 4.Giant of the Brass City (Su): At 9th level you cantake on the form of a giant, fiery creature once perday for a number of rounds equal to your sorcererlevel. You become a Large creature as per the spellenlarge person with the following differences:you gain a 4 bonus to Strength, a -2 size penaltyto Dexterity, a 2 bonus to Constitution and a 2 natural armor bonus. You are also wreathedin flames. Creatures striking you with naturalattacks or melee weapons take 1d6 points of firedamage 1 point for every two sorcerer levels.Creatures wielding melee weapons with reachare not subject to this damage. At 17th levelyou may use this ability twice per day. Also at17th level you may choose to become aHuge creature and gain thefollowing benefits: 6 bonusto Strength, -2 penaltyto Dexterity, 4 bonus toConstitution, a 4 naturalarmor bonus, a 10 bonus tospeed, and resist fire 15.Malik’s Falchion (Su): At15th level you can conjure afalchion into your hands as amove action for a numberof rounds equal to ½ yoursorcerer level. The weaponacts as a 3 flaming burstkeen falchion. When youattack with this weapon yourbase attack bonus is equalto your sorcerer level plusyour Charisma modifier. Youare proficient in the use ofthis weapon, but not withother falchions. Also, whilewielding the falchion youcan gain a bonus to Bluff,Diplomacy and Intimidatechecks made to influencecreatures with the fire subtype.Otherwise this falchion is typical of its type, andcan be sundered or taken from you. The weapondisappears if you fall unconscious or are slain. Youmay dismiss the falchion as a free action. You mayuse this ability once per day at 15th level, andtwice per day at 19th level.Lord of Brass (Su): At 20th level you are more acreature of fire than of flesh. You are immune tofire, poison and disease, and you gain a 2 dodgebonus to your Armor Class.3

GhoulNot all ghouls are the mindless predators of graveyardsand crypts, feasting on the dead and living alike. A fewretain the memories and skills possessed in life, andbecome kings among their kind. These ghouls live inan advanced society far below the world’s surface,but occasionally emerge to claim slaves or food. Youhave a portion of this ghoul in you, either because youwere once a slave to the cold, undead race or the sireof some mad experiment. In either case necromanticenergy infuses your soul.Class Skill: Stealth.Bonus Spells: chill touch (3rd), ghoul touch (5th),slow (7th), contagion (9th), waves of fatigue (11th),create undead (13th), waves of exhaustion (15th),horrid wilting (17th), energy drain (19th).Bonus Feats: Combat Casting, Diehard, Endurance,Great Fortitude, Skill Focus (Knowledge [religion]),Skill Focus (Stealth), Spell Focus, Still Spell,Toughness.Bloodline Arcana: Whenever you cast a spell of thenecromancy school you can make a bite attack onyour next turn as per your 1st-level bloodline poweras a standard action. This does not subtract from thenumber of times per day you can use your 1st-levelbloodline power. Also, you can not starve as long asyou consume the flesh of living or dead humanoids.Bloodline Powers: Although you can control yourappetites, you are always hungry. The smell of fleshdrives you mad, and those around you look away inhorror as you salivate over a particular juicy piece ofcarrion.Bite (Ex): At 1st level you can grow a row of sharpteeth as a free action. These fangs are treatedas natural weapons, allowing you to make a biteattack as a standard action using your full baseattack bonus. This attack deals 1d6 points ofdamage (1d4 if you are Small) plus your Strengthmodifier. At 5th level, this bite is considered amagic weapon for the purposes of overcoming DR.At 7th level, the damage increases by one step to1d8 points of damage (1d6 if you are Small). At11th level, a successful hit also sickens the targetfor 1 round. This only affects creatures susceptibleto disease. You can use your bite attack a numberof times per day equal to 3 Charisma modifier.Grave Flesh (Ex): At 3rd level you gain resist cold 5and a 2 bonus to saves made against poison. At9th level your cold resistance increases to 10 andyour saves against poison increase to 4.Undead Heart (Ex): At 9th level, you gain a 2inherent bonus to Constitution. This bonus4increases to 4 at 13th level, and to 6 at 17thlevel.Corpse Glutton (Ex): Your necrophagous diet hashardened your organs. At 15th level, you gain a 2bonus to Fortitude saves made against disease.This bonus to saves against disease increases to 4 at 17th level. Dismembering corpses has taughtyou even the dead possess vulnerabilities. You canscore critical hits on corporeal undead humanoids.Eater of the Dead (Su): At 20th level, your skinbecomes rigid and bone white. You are immuneto cold, disease, nonlethal damage, paralysis andsleep and you gain DR5/--. Any creature slain withyour bite attack rises as a ghoul you can commandon the next round. You can control a number ofsuch creatures with Hit Dice equal to you ½ yoursorcerer level.Gibbering MoutherEither you or an ancestor were the subject of vileexperiments meant to combine humanoid andaberrant physiology. In other cases, you might descendfrom an individual who survived a curse, but not beforeabsorbing some of the warping power into their flesh.Class Skill: Escape ArtistBonus Spells: ventriloquism (3rd), acid arrow (5th),glibness (7th), confusion (9th), transmute rock tomud (11th), true seeing (13th), insanity (15th),moment of prescience (17th), foresight (19th).Bonus Feats: Alertness, Dodge, Great Fortitude,Improved Grab, Mobility, Skill Focus (Perception),Skill Focus (Escape Artist), Spell Focus.Bloodline Arcana: You gain a 2 bonus to saves madeagainst petrifying and polymorph spells and effects.Bloodline Powers: Your body is unnaturallymalleable, stretching and bending at grotesqueangles. You can speak in strange tongues, sometimeswith the ability to sway others, sometimes to drivethem mad.A Thousand Mouths (Ex): Starting at 1st level, youcan form a toothy maw on any part of your bodyas a free action. This mouth is treated as a naturalweapon, allowing you to make a melee bite attackas a standard action using your full base attackbonus. The mouth deals 1d6 points of damage plusyour Strength modifier. At 3rd level you can extendthe mouth on a tentacle, increasing your reach by5 feet when you make a bite attack. This does nototherwise increase your threatened area. At 5thlevel, this bite is considered a magic weapon forthe purposes of overcoming DR. At 11th level, youcan manifest and attack with a number of mouths

equal to your Charisma modifier. Attacking withmore than one mouth is considered a full attackaction. You can use this ability for a number ofrounds per day equal to 3 Charisma modifier.Squishy Form (Ex): At 3rd level you are consideredone size smaller than your actual size whendetermining your squeezing restrictions. Thisbecomes two sizes at 9th level. Also, you gain aninherent bonus equal to ½ your sorcerer level toresist and escape grapples and to resist bulrushand disarm attempts.Gibbering Speech (Sp): At 9th level you can utternonsense syllables that addle the minds of foes.Once per day you can emit a burst of mindstuttering language causing all foes within thirtyfeet who do not succeed on a Will save (DC 10 ½ your sorcerer level your Charisma modifier)to behave as if under a confusion spell for anumber of rounds equal to your Charismamodifier. At 13th level you can use this abilitytwice per day, and three times per day at 17thlevel.Engulf (Ex): Starting at 15th level, on asuccessful bite attack against an adjacentcreature at least one size smaller thanyou, you can start a grapple as a freeaction without provoking an attackof opportunity. If the grapple issuccessful you have swallowedthe target. A swallowed targettakes 2 points of Constitutiondamage per round as blooddrain. The swallowed creaturecan cut its way out by using a lightslashing or piercing weapon to deal 10points of damage to your stomach lining (AC12). Once the creature exits, the wound flowsback together. At 17th level you can engulf acreature of your size or smaller.Formless (Ex): At 20th level, your body loses itsnormal coherence. You are immune to criticalhits and sneak attacks, and grapple attemptsand bull rushes always fail against you. You gaintremorsense to a range of 60 feet.Ice DevilWhile most fiends display characteristics of fire andbrimstone, a few hail from the rigid cold of hell’sseventh layer. In your case, the deal a member of yourfamily made with a devil was with an infernal creatureknown as an ice devil. This manifests as powers basedon cold rather than heat.Class Skill: Knowledge (planes).Bonus Spells: protection from good (3rd), chill metal(5th), fly (7th), wall of ice (9th), teleport (11th),planar binding (devils and creatures with the fiendishtemplate only) (13th), greater teleport (15th), polarray (17th), imprisonment (19th).Bonus Feats: Blind-Fight, Combat Expertise,Empower Spell, Iron Will, Skill Focus (Diplomacy),Spell Penetration, Weapon Focus.Bloodline Arcana: When you cast aspell with the cold descriptor youdeal 1 point of damage per die.Bloodline Powers: You channelthe forces of cold andshivering fear. As withothers who possess asimilar bloodline, yourfate is your own, and youdo not necessarily alignyourself with evil or good.Frost Touch (Sp): Starting at1st level you can fire a rayof cold as a standard action,targeting any foe within 30 feetas a ranged touch attack. The rayof cold deals 1d6 points of colddamage 1 for every two sorcererlevels you possess. You canuse this ability for a numberof times per day equal to 3 your Charisma modifier.Icy Weapons (Su): At 3rd levelyou can infuse a meleeweapon you wield withthe frost ability. At13th level, this abilityimproves to the icy burstenhancement. You may usethis ability a number of rounds per day equal to 3 your Charisma modifier.Ice of Fear (Su): At 9th level, whenever youcast a spell with the cold descriptor the target ofthe spell must also make a Will save (DC 10 ½ sorcerer level Charisma modifier) or becomeshaken for a number of rounds equal to the spell’slevel. This ability does not stack with itself, but asecond use does increase the duration. A creaturethat successfully saves is immune to this ability for24 hours.Polar Allies (Su): At 15th level, whenever yousummon a creature with the devil subtype or thefiendish template using a summon monster spell,the creature deals 1d6 points of cold damage on5

successful melee attacks.Power of the Fissure (Su): At 20th level yourbody becomes infused with vile frigidity. Yougain immunity to cold and poison. You also gainres

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