Your ancestors have gifted you a deep connection to the physical world through your aura. The energetic flows of the world are made of putty in your eyes, malleable and changeable. Your blood sings with the ability to makes things as YOU want them to be, not as they are, and you find endless delight in imposing your will on the world.
A sorcerer with this bloodline gains a bonus Natural Talent in the Might 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.
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.
- 3rd: Break
- 5th: Expeditious Excavation
- 7th: Flaming Sphere
- 9th: Fog Cloud
- 11th: Pellet Blast
- 13th: Force Anchor
- 15th: Pillar of Ice
- 17th: Solid Fog
- 19th: Rolling Stone
- 22nd: Pillar of Stone
- 24th: Fluid Form
- 26th: Moving Mountain
- 28th: Prismatic Spray
- 30th: Standing Wave
- 32nd: Pillar of Lava
- 34th: Volcano
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.
Sorcerers with the Primeval bloodline gain the ability to inject their own unique connection to the world into their magic.
For energy damage, they may substitute one Common Energy damage type for any energy damage type normally called for in any spell they cast. They choose the Common Energy type they have an affinity for at first level, and that energy type then remains for their entire career.
For physical damage, they may choose one Common Physical damage type for any physical damage type normally called for in any spell they cast. They choose the Common Energy type they have an affinity for at first level, and that energy type then remains for their entire career.
Once they have chosen their damage types, any time that they cast any spell which inflicts energy or physical damage, they may choose, at the time of casting as a free action, to substitute their bloodline damage types instead. Any unusual cases are adjudicated by the GM, as normal. Note that they must substitute Energy damage for energy damage, and Physical damage for physical. They cannot cast a Fireball and substitute the normal Fire (energy) damage for Piercing (physical) damage. They could substitute the Fire damage for Lightning, or Cold.
Sorcerer bloodlines grant powers to the sorcerer at 1st, 6th, 11th, 16th, 21st, 26th, and 31st sorcerer class levels. These powers are: