Seraph Sorcerer Bloodlines

The following are new Sorcerer Bloodlines found among citizens of the city.

Icegrave Bloodline

Proximity to the Frozen Graves over generations has fused the very essence of the gravebergs into your bloodline.

Class Skill: Knowledge (religion)

Bonus Spells: ray of enfeeblement (3rd), frigid touch (5th), ray of exhaustion (7th), wall of ice (9th), blight (11th), freezing sphere (13th), control undead (15th), symbol of death (17th), glacier (19th).

Bonus Feats: Combat Casting, Deadpan Expression†, Elemental Spell (cold), Improved Iron Will, Iron Will, Skill Focus (Survival), Magical Aptitude, Spell Focus

Bloodline Arcana: Unlike most sorcerers who power their spells through their personal presence, you take a more measured approach. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Survival and Knowledge (religion) checks.

Bloodline Powers: Your connection to the gravebergs and the Tower of Ice have granted you a strange combination of powers, but they are no less effective for it.

Claws of the Dead (Su): At 1st level you can grow claws as a free action. 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 DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become frost weapons, each dealing an additional 1d6 points of cold damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

Protection of the Grave (Ex): At 3rd level, you gain resist cold and electricity 5 and a +2 bonus on saving throws made against mind-affecting effects. At 9th level, your resistance to cold and electricity increases to 10 and your bonus on poison saving throws increases to +4.

Icy Endurance (Ex): 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.

Closing Death’s Door (Su): At 15th level, you gain a sense of when you are going to die. And it is not today. 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.

Icegrave Scion (Su): At 20th level you become the epitome of the Tower of Ice’s ideals. You no longer need to breathe, as if wearing a necklace of adaptation. In addition, you are immune to cold, sneak attacks, fatigue, and sleep.

Phistophilus (Mutated Bloodline)

The generations your family has been in contact with the Church of Coin have infused a very specific sort of diabolic influence into your bloodline.

Associated Bloodline: Infernal.

Bloodline Arcana: Most sorcerers’ innate magic is powered by force of personality, but you use your crafty intellect to control yours. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Diplomacy and Knowledge (planes) checks.

This ability replaces the infernal bloodline arcana.

Bloodline Powers: Your ancestry gives you a strange control over documents.

Infernal Scroll (Su): At first level you can cause a non-magical scroll to grow to the length of a whip appropriate for your size as a free action. This scrollwhip deals 1d6 points of lethal damage +1 for every two sorcerer levels you have, regardless of the armor bonus of the target. It otherwise functions as a normal whip. You can use a scroll-whip for a number of rounds per day equal to 3 + your Intelligence modifier. These rounds do not need to be consecutive.

This ability replaces corrupting touch.


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Sphereshaper Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
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