Sorcerer (Wildblooded)

System: Pathfinder | SRD | Type: Subclass (Archetype) of Sorcerer

A wildblooded sorcerer has a mutated version of a more common bloodline, with one arcana and at least one bloodline power that are different from those of an unmutated bloodline. When creating a wildblooded sorcerer, select an existing bloodline, then select one of the following mutated bloodlines associated with that bloodline. Use the normal bloodline's class skill, bonus spells, and bonus feats, and the mutated bloodline's bloodline arcana. Use the normal bloodline's bloodline powers, except when the mutated bloodline replaces one of those powers.

Class Features

Wild Feedback (Supernatural)

At 3rd level, when you successfully dispel or counterspell an opponent's spell, the caster (if it is within 100 feet) takes 1d6 points of damage +1 per level of the spell affected. This bloodline power replaces protean resistances.

Windcaller (Spell-Like)

At 9th level, you can call the winds to obey your commands for 1 minute per level. This functions like control winds, except that you may choose to be immune to any increased wind effects you create. The ability's duration does not need to be consecutive, but it must be used in 1-minute increments. This bloodline power replaces thunderbolt.

Iron Hide (Spell-Like)

At 9th level, as a swift action, you can grant yourself DR 10/adamantine for a number of rounds per day equal to your sorcerer level. The rounds do not need to be used consecutively. This bloodline power replaces crystal shard.

Wings of the Abyss (Supernatural)

At 9th level, you can sprout leathery 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 it must be used in 1-minute increments. This bloodline power replaces strength of the abyss.

Sacred Cistern (Supernatural)

At 9th level, your bloodline makes you a natural receptacle of divine energy. You can channel energy once per day as a cleric of your sorcerer level – 4. This bloodline power replaces wings of heaven.

Envenom (Supernatural)

At 3rd level, as a swift action, you can lick or bite a melee weapon to imbue it with 1 dose of black adder venom. The poison's DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability once per day at 3rd level, and one additional time per day for every three additional levels. The poison cannot be removed or stored, and the weapon loses the benefit of the poison after the first successful attack or 1 hour has passed. The bloodline power replaces serpentfriend.

Lush Summoning (Supernatural)

At 3rd level, whenever you summon creatures with a conjuration (summoning) spell, you can decide that they appear green and leafy. The natural armor bonus of such creatures is increased by +2, and they gain a +4 bonus on saves against paralysis, poison, polymorph, sleep, and stunning. This bloodline power replaces photosynthesis.

Fate's Retribution (Supernatural)

Starting at 1st level, when you are hit by a melee attack, as an immediate action, you can curse the creature that struck you. The target takes a –2 penalty on all attack and damage rolls for 1d4 rounds. A Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces touch of destiny.

Elemental Spit (Supernatural)

Starting at 1st level, you can fire an elemental ray that matches your linnorm bloodline's energy type as a standard action, targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces claws.

Tough as Hell (Extraordinary)

At 9th level, you gain a +2 inherent bonus to your Constitution. This bonus increases to +4 at 13th level, and to +6 at 17th level. This bloodline power replaces hellfire.

Elementalist Summoning (Supernatural)

At 9th level, whenever you summon a creature, it gains energy resistance 10 against the energy type that matches your elemental bloodline (if it already has such resistance, its resistance increases by +5), and its natural attacks deal an additional 1d6 points of damage of the same energy type. This bloodline power replaces elemental blast.

Freezing Bolt (Spell-Like)

At 9th level, you can cause the air to erupt in freezing sleet. This 10-foot-radius burst does 1d6 points of cold damage per sorcerer level (Reflex half). The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma 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. This bloodline power replaces snow shroud.

Arcane Bolt (Spell-Like)

Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces arcane bond.

The Blood Is the Life (Supernatural)

At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you'd had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces grave touch.

Water Blast (Spell-Like)

As a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 10 +1/2 your sorcerer level + your Charisma modifier) negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces dehydrating touch.

Animal Companion (Extraordinary)

You gain an animal companion. Your effective druid level for this ability is equal to your sorcerer level – 3 (minimum 1st). This bloodline power counts as your bloodline arcana and also replaces laughing touch.

Fey Wings (Supernatural)

At 15th level, you can grow insectlike wings from your back and become one size category smaller (as if you had used reduce person), gaining a fly speed of 60 feet with average maneuverability. You can maintain this form for 1 minute per level. This duration does not need to be consecutive, but it must be used in 1-minute increments. This bloodline power replaces fey magic.

Cloak of Shadows (Spell-Like)

At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (minimum +1 bonus for 1 round). You may use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces shadowstrike.

Visions (Spell-Like)

At 9th level, when you sleep, you can gain information through prophetic visions. Once per day when sleeping, you may gain information about actions taken in the next week as if you had cast a divination spell. You can gain information about a single question at 9th level. At 17th level, you can have two questions answered while you sleep, and at 20th level, three questions. This bloodline power replaces dreamshaper.

Black Motes (Spell-Like)

This ability works exactly like (and replaces) minute meteors, except it deals cold damage.

Voidfield (Spell-Like)

At 9th level, you can create an area influenced by the black void. This ability acts as an ice storm, except the area is also subject to deeper darkness for 1 round per four sorcerer levels. You may use this ability once per day at 3rd level, and one additional time per day for every three additional levels. The bloodline power replaces aurora borealis.

Warp Touch (Spell-Like)

Starting at 1st level, you create brief, disorienting changes in a creature's physical form. This ability affects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your sorcerer level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces acidic ray.

Source: Ultimate Magic

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