Arcane Bloodline

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Your ancestors have always shown an affinity for the most esoteric expressions of magic. Pure arcane power runs in your veins as your birthright. Your inborn skill means that you don't have to concern yourself with spellbooks and tedious memorization to twist the knowledge of magic into your aura, no. Your aura carries the imprint of power indelibly from the day of your birth, just waiting for you to discover it.

Bloodline Skill

A sorcerer with this bloodline gains a bonus Natural Talent in the Knowledge (Planes) skill. Natural talent skills can have any ability modifier added to them, in place of the ability modifier they normally use. In addition, natural talent skills never suffer from an Armor Check Penalty, even if the assigned ability modifier is STR or DEX.

Bonus Spells

Upon gaining a 3rd level in the sorcerer class, and at every odd-numbered sorcerer class level thereafter, the sorcerer's bloodline provides them a bonus spell known, in addition to the spells known granted by the sorcerer class. These bonus bloodline spells do not increase the number of spells the sorcerer may cast per day.

Bonus Feats

Upon gaining a 4th level in the sorcerer class, the character may choose one bonus feat from the list below. The sorcerer's bloodline grants them additional bonus feats for every 5 sorcerer class levels beyond 4th (i.e. 9th level, 14th level, 19th level, 24th level, 29th level, and 34th level). In all cases, the sorcerer must meet the prerequisites of the feat in order to select it.

Bloodline Arcana

Sorcerers with the Arcane bloodline gain a +1 bloodline bonus to the saving throw DC's of any spell they cast with a metamagic feat applied. This bonus stacks with other feats, class features, or abilities that also improve the saving throw DC's of spells cast.

Bloodline Powers

Sorcerer bloodlines grant powers to the sorcerer at 1st, 6th, 11th, 16th, 21st, 26th, and 31st sorcerer class levels. These powers are:

  • 1st: Arcane Bond (Su): Whenever you wield an Implement, you gain a +1 bloodline bonus to all Caster Checks you make while wielding that Implement. In addition you may use your implement to inflict (Circle 2 damage): 1d6 points of damage per character level (max 6d6 at character level 6) damage as a ray attack once per round as a standard action, at a maximum range of thirty feet, inflicting interstice (physical, rare) damage. Note that you may Manaburn this effect!
  • 6th: Metamagic Adept (Su): Whenever you wield an Implement, any Metamagic Feats you use on any spell requires a spell slot one level lower, to a minimum of 1st level.
  • 11th: New Arcana (Ex): At 11th level, and every odd numbered level thereafter, (13th, 15th, 17th, 19th, 21st, 23rd, 25th, 27th, 29th, 31st, 33rd, and 35th) choose any spell you wish from the Sorcerer/Wizard spell list, and add it to your list of spells known.
  • 16th: School Power (Su): Choose one School of magic. All spells you cast from that School gain a +1 Bloodline bonus to their saving throw DC's. This bonus stacks with other feats, class features, or abilities that also improve the saving throw DC's of spells cast, including your own Bloodline Arcana that adds +1 to the Save DC's when you apply a metamagic feat.
  • 21st: Arcane Apotheosis (Su): Whenever you Manaburn to increase the Circle of a spell, every spell slot you expend counts as two slots.
  • 26th: Auric Sensitivity (Su): As a free action, included as part of making a Perception check, you can see magical aura as if using a Detect Magic spell.
  • 31st: Arcane Continuance (Ex): Gain +1 Caster Level when not on the Prime Material Plane.