Pact Magic Sorcerer Bloodlines


Your bloodline is tainted by weird experiments of otherworldly construct-like beings that prowl from far realms, and you are often haunted by side effects.

Class Skills: Heal.

Bonus Spells

mage armor (3rd), locate object (5th), tongues (7th), stone shape (9th), hold monster (11th), disintegrate (13th), reverse gravity (15th), iron body (17th), mage’s disjunction (19th).

Bonus Feats

Combat Casting, Diehard, Endurance, Great Fortitude, Lightning Reflexes, Rapid Recovery†, Skill Focus (Heal), Toughness.

Bloodline Arcana

Whenever you cast a spell with a range of personal, you heal a number of hit points equal to the spell’s level.

Bloodline Powers

Your bloodline causes you to manifest all manner of strange signs and weird physical disfigurements. Although your appearance is horrifying to some, your unnatural visage grants you a number of benefits.

Unnatural Healing (Ex/Sp)

At 1st level, you possess an unnatural ability to recover from harm as though your very blood wills your survival. Add your sorcerer level as a racial bonus on Constitution checks made to stabilize. Additionally, you can evoke your bloodline as a standard action in order to gain fast healing 1 for 1 minute. At 3rd level and every two levels attained thereafter, increase your fast healing by 1, to a maximum of fast healing 10 at 19th level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Ocular Growths (Su)

At 3rd level, you can force tumor-like growths to spread across your body as a standard action, erupting into functioning eyes. This grants you all-around vision, making it impossible to flank you. At 11th level these eyes grant you darkvision 60 feet or increase your darkvision by 30 feet if you already possess it. At 17th level the eyes also grant you a true seeing effect. The eyes function for a number of rounds per day equal to your sorcerer level. Those rounds do not need to be consecutive.

Devour Magic (Sp)

At 9th level, you can consume the power of potions, scrolls, staves, and wands, using them to restore your bloodline powers. Using this ability is a move action that provokes an attack of opportunity. When using this ability, you restore a number of uses of unnatural healing or rounds of ocular growths equal to 1/2 the level of the spell continued within the item (0-level and 1st-level spells do not recharge your bloodline abilities).

If used on a potion or scroll, the item is destroyed. If used on a wand, the wand loses 5 charges; if it has fewer than 5 charges, the wand is destroyed and you gain no benefit. If used on a staff, it loses 1 charge and you gain a number of uses of unnatural healing or rounds of ocular growths equal to the level of the highest-level spell the staff can cast using only 1 charge; if the staff has no spells that require only 1 charge, you cannot consume that staff’s magic. No more than 1 charge can be drawn from a staff each day in this way. Uses of unnatural healing or rounds of ocular growths in excess of the ability’s maximum are lost. This bloodline power has no effect on magic armor, weapons, rings, rods, wondrous items, or other magic items besides those noted above.

Spell Deflection (Su)

At 15th level, you gain spell resistance equal to your sorcerer level + 10.

Experimental Evolution (Su)

At 20th level, your tainted blood partially rebuilds your body, granting you the half-construct subtypeARG. In addition, when you use devour magic you can choose to regain an expended spell slot with a level equal to 1/2 the level of the spell contained within the item (or the level of the highest-level spell that the staff can cast using only one charge, if a staff’s charge is consumed). You can only use this regained spell slot to cast your bloodline spells. Regained spell slots in excess of your maximum number of spells per day are lost.


The supernatural taint of occult spirits called ravagers flows through your body, the result of one of your ancestor’s dark bargains with the occult having gone awry.

Class Skills: Knowledge (planes).

Bonus Spells

ray of enfeeblement (3rd), haunting mistsUM (5th), marionette possessionUM (7th), spirit birth† (9th), magic jar (11th), planar binding (13th), ethereal jaunt (15th), orb of the voidUM (17th), mage’s disjunction (19th).

Bonus Feats

Expanded Arcana (conjuration and necromancy spells only), Heighten Spell, Improved Initiative, Iron Will, Shield Against the Supernatural†, Skill Focus (Knowledge [planes]), Spell Focus (necromancy), Toughness.

Bloodline Arcana

Add +2 to the DC of your spells when the target is an outsider with the chaos, evil, good, or law subtype or possesses the aura class feature (such as a cleric or paladin).

Bloodline Powers

Your bloodline has gifted you with occult powers that your opponents find horrifyingly baffling.

Spirit Surge (Su)

At 1st level, you can make a ranged touch attack against a foe within 30 feet to deal 1d4 points of untyped 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.

Supernatural Resistance (Su)

At 3rd level, you gain a +2 bonus on saving throws to resist supernatural abilities or possession (such as by a ghost or shadow demon). This bonus increases to +4 at 9th level and +6 at 15th level.

Soul Specter (Su)

At 9th level, you can shed your body as a standard action, gaining the incorporeal subtype and a fly speed of 30 feet (perfect). While incorporeal, you can enter a creature’s body as a standard action in order to see and hear through its eyes and ears, as witnessUM, and read its mind and access its memories, as share memory. This is considered a possession effect but you cannot exert any control over the creature. You can use this ability for 1 hour per level you possess. These hours do not need to be consecutive but they must be used in 1-hour increments. While you are projecting your soul, your body appears lifeless. If your body is slain or beyond 1 mile per sorcerer level you possess, you die.

Ravager Infusion (Su)

At 15th level you gain a +2 enhancement bonus to your Constitution and Charisma scores. At 17th level the bonus increases to +4 and at 19th level the bonus increases to +6.

Ascend Beyond Reality (Su)

At 20th level you transform into a living nightmare, acquiring a ghostly white countenance and unnatural features such as extra eyes or outlines of faces beneath your skin. You are immune to possession, petrification, paralyze, and sleep effects as well as trap the soul and temporal stasis.

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