Sorcerer Bloodlines
Archetypes of Power 2
Some of the following sorcerer bloodlines provide new options for bloodlines using Spheres of Power. Instead of bloodline spells, the sorcerer gains a bloodline sphere, granting them the sphere as a bonus sphere and allows them to treat their caster level as being one higher when using that sphere. This does not stack with an incanter’s sphere specialization or sphere sorcerer’s focus sphere class feature.

Bloodlines that grant a bloodline sphere replace the bloodline spells ability, but can still be altered or replaced by other archetypes.

Kaiju Bloodline [Woodfaring Adventures]

Class Skill: Handle Animal.

Bonus Spells: long arm (3rd), bull’s strength (5th), heroism (7th), charm monster (9th), animal growth (11th), transformation (13th), magical beast shape (15th), iron body (17th), dominate monster (19th).

Bonus Feats: Diehard, Endurance, Extra Evolution, Ferocious Beast, Great Fortitude, Iron Will, Monstrous Companion, Toughness.

Bloodline Arcana: You have one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known. You gain an animal companion from the druid companion list, using your sorcerer level as your effective Druid level. Add all summon nature’s ally spells to your sorcerer spell list; you do not automatically add them to your spells known, but may select and learn them and in all ways treat them as if they were sorcerer spells.

Bloodline Powers: Your body is attuned with the magic of the kings of monsters, and lesser monsters bow to your power.

Monstrous Empathy (Ex): At 1st level, you gain Wild Empathy, as the druid class feature, treating your sorcerer levels as druid levels for this purpose. At 7th level, you no longer suffer a penalty when using this ability on magical beasts with an intelligence of 2 or less.

Powerful Companion (Ex): At 3rd level, your animal companion gains an eidolon evolution pool with 1 point and counts as an eidolon for the purpose of feats such as Extra Evolution. At 11th level, this pool increases to 2 points. At 17th level, this pool increases to 3 points. The animal companion must conform to any limitations of the evolution. For instance, only an animal companion of an appropriate size and base form can have the mount evolution. If you gain a new animal companion, your old animal companion loses this evolution pool, and you can select new evolutions for the new animal companion.

Tongue of the Beast (Ex): At 9th level, you can converse with any animal, as if under the effects of a speak with animals spell. At 13th level, you may speak and understand any magical beast as well. At 17th level, you may speak and understand any living creature.

Summon Monstrous Allies (Sp): At 15th level, whenever you summon an animal or magical beast using a summon nature’s ally spell, you summon one additional creature of the same kind.

King of Monsters (Ex): At 20th level, you have become one with the monsters you command. You are forevermore treated as a magical beast rather than as a humanoid (or whatever your original type was) for the purpose of spells and other magical effects.You gain regeneration 1 (fire or acid).

Phoenix Bloodline [AoP2]

Within your family’s ancestry, the warmth of a phoenix helped save your ancestors’ life. Whether this help was in the form of guidance, support, or resurrection, this phoenix’s warmth radiated throughout your bloodline, driving you towards empathy and kindness.

Class Skill: Heal.

Bloodline Sphere: Life

Bonus Feats: Contingent Spell, Dodge, Extra Magic Talent (Life), Improved Initiative, Iron Will, Lightning Reflexes, Robustness, Skill Focus (Heal), any feat with the Life sphere as a prerequisite.

Bloodline Arcana: Whenever you would use your cure Life sphere ability, you may reroll results of 1s and 2s. You must take the new result, even if it is worse, or results in the same roll.

Bloodline Abilities: You have a natural inclination towards healing and restoration.

Healing Warmth (Su): At 1st level, whenever you would use a Life sphere ability on an ally, they gain fire resistance 5 until the beginning of your next turn. This resistance stacks with other sources of fire resistance.

Inner Flame: At 3rd level, you gain fire resistance 5 and may use your Charisma score instead of your Constitution score when determining when hit point damage would kill you. This resistance stacks with other sources of fire resistance. At 9th level, your fire resistance increases to 10.

Radiant Shroud (Su): At 9th level, you can release a burst of radiant flame as a free action for a number of rounds per day equal to your class level. While this flame is active, all enemies within a 15-foot radius who start their turn within the area must succeed at a Reflex saving throw (against your Life sphere DC) or suffer 1d6 point of fire damage per 2 class levels you possess (Reflex halves). These rounds do not need to be consecutive.

Wings of Flame (Su): At 15th level, as a standard action, you may cause bright, feathery wings to grow from your back, which perpetually burn with a radiant light, shedding light as a torch, and giving you a fly speed of 60 feet with average maneuverability. You may dismiss the wings as a free action.

Rise from the Ashes (Su): At 20th level, the essence of the phoenix allows you to rise from the ashes, even from deadly injuries. You become immune to fire damage. Additionally, whenever you die, you instead return back to life after 1d4 rounds (unless your body is completely destroyed), becoming fully healed, as if brought back by the True Resurrection Advanced Life sphere talent. You may only use this ability once per week.

Vampiric Bloodline [AoP2]

At some point within your family’s ancestry, a member was most likely the source of sustenance for a vampire, or some other creature that relies on blood to survive. No matter the source, it commonly manifests in similar abilities to that of a vampire, though whether or not these powers are embraced or forced back for another generation is up to the will of the individual.

Class Skill: Stealth.

Bloodline Sphere: Blood

Bonus Feats: Dodge, Great Fortitude, Lightning Reflexes, Skill Focus (Stealth), Sphere Focus (Blood), Thanatopic Spell, Threnodic Spell, Toughness, any feat with the Blood sphere as a prerequisite, and any necrosis feat.

Bloodline Arcana: You gain the Blood Thirst feat as a bonus feat. Additionally, you may select necrosis feats as if you possessed the Death sphere.

Bloodline Abilities: Your pseudo-vampiric nature emerges in strange ways, allowing you to embrace the essence of the night

Fangs (Su): At 1st level, you can grow sharp fangs as a free action. These fangs are treated as natural weapons, allowing you to make a bite attack that deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). You may retract these fangs as a free action.

Necrotic Instincts (Su): At 3rd level, you may use your class level instead of your base attack bonus when making a bite attack, or when calculating your CMD when a creature would attempt to break your grapple. Additionally, your bite attack gains the grab universal monster ability.

Undead Fortitude (Su): At 9th level, whenever you would attempt a saving throw, you may spend a spell point as an immediate action to add your Charisma modifier as a bonus to the saving throw.

Dominating Gaze (Su): At 15th level, as a standard action, you may spend 2 spell points to force a creature that you can see within 60 feet to succeed at a Will saving throw or immediately fall under your influence, as the powerful charm of Enthrall Mind sphere talent. While the creature is under your influence, they are treated as a willing target for your blood control.

Vampiric Soul (Su): At 20th level, as long as you would have blood control active on a creature, you gain fast healing 5, immunity to mind-affecting effects and any unwilling effect that requires a Fortitude save, and DR 10/magic and silver.

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