Nascent Bloodline

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Your ancestors were Big Players in the fate of the Natural World. Beasts and Monsters learned ages ago to obey your lineage, because discounting the voice of their Master brought dire consequences indeed. The Nascent Seed infests your blood, the seething power of Potential Itself rumbling slow and mighty in your veins, the latent power just waiting for you to discover the wonders it holds for you.

Bloodline Skill

A sorcerer with this bloodline gains a bonus Natural Talent in the Survival 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 Nascent bloodline can ignore the to-hit penalties granted by partial cover or the miss chance caused by partial concealment, as long as they and their target are both standing on the same ground.

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: Tremor (Su): You cause the earth and air to shudder violently. Once per round as a swift action, you may inflict (Circle 1 damage): 1d6 points of damage per character level (max 4d6 at character level 4) damage in a fifteen-foot diameter area (a 3x3x3 square area), inflicting bludgeoning (physical, common) damage on all creatures in the selected area. The center square of this area must be somewhere within 30 feet (6 squares) of your space. Creatures caught in this effect may make a saving throw (DC of 10 + your Charisma modifier + half your Sorcerer level) for half damage. You may mana burn this effect! Note, however, that Selective (Feat) does not work with this effect. Approach with caution!
  • 6th: Worldseer (Ex): You gain tremorsense with a range of 5 feet. If you already had tremorsense, air sense, heart sense, or blind sight, such as from a racial ability or magic item, that sense instead increases by five feet. (This ability might also apply to other senses, at the GM's discretion.) This addition expands to 10 feet if you have this bloodline power and at least four experience tiers in the Sorcerer class (i.e. at least 16 levels of Sorcerer), and it expands to 20 feet if you have this bloodline power and at least six experience tiers in the Sorcerer class (i.e. at least 26 levels of Sorcerer).
  • 11th: Crystal Shard (Su): As a standard action, you can cause a crystal of clear stone to appear from the ground at your feet and shoot toward a target you choose who is also standing on that same ground. This is resolved as a ray attack made against a creature within 30 feet of your space, dealing (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of piercing (physical, common) damage if it hits. Far more powerfully, until the beginning of your next turn, you may treat any struck target as being yourself for purposes of triggering special attacks of opportunity. If any enemy creature leaves a square threatened by the enemy that you struck with Crystal Shard, you may shoot a new Crystal Shard at this provoking creature, as a second ray attack. This may only be used once per round per attack of opportunity you are allowed to make, and only once per round per creature you have struck with this power. Note that you may mana burn this power, and if you do, that mana burning also applies to any attacks of opportunity you make with this ability.
  • 16th: Strider (Ex): Your Walk speed increases by 5 feet for every experience tier of Sorcerer you possess, and by another 5 feet for each new experience tier of Sorcerer you gain after gaining this bloodline power, to a maximum of +35 feet of Walk speed if you have all 7 tiers of Sorcerer. Furthermore, if Sorcerer is your favored class, this bloodline power grants you an additional +5 feet to your Walk speed.
  • 21st: Earthglide (Su): You gain the movement type Earth Glide equal to your Walk speed. Note that improvements to your Walk speed (such as from your Strider bloodline power) also improve the speed of your Earth Glide.
  • 26th: Stoneguts (Ex): While standing on the ground, you gain a +2 circumstance bonus to your AC and all saving throws. You gain an additional +2 circumstance bonus to your AC and saving throws until the start of your next turn if you displace at least 30 feet from your starting square in a given round, using a movement type that leaves you in contact with the ground the entire move (such as Walk or Earth Glide). Movement types that leave the ground (any sort of flight, jumping, climbing, swimming) or skip the ground (such as teleport) do not qualify for this movement-based bonus. Circumstance bonuses always stack with themselves, so these bonuses can be combined if you meet the conditions for them both.