Aberrant

There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

Class Skill: Knowledge (dungeoneering).

Bonus Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th).

Bonus Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering]).

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.

Bloodline Powers: Aberrant sorcerers show increasing signs of their tainted heritage as they increase in level, although they are only visible when used.

  • Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.
  • Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.
  • Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10.
  • Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.

Wildblood

The alien taint in your blood causes malformations and mutations in others.

Associated Bloodline: Aberrant.

Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, one target of your choice may receive one random effect from the Warped Polymorph Benefits table (see below). This bonus lasts as long as the polymorph effect on the target.

d12 Effect
1 Double Jointed: +2 to Escape Artist Checks
2 Webbed Digits: +2 to Swim Checks
3 Iron Grip: +2 to Climb checks and to CMD against Disarm maneuvers
4 Bug Eyes: +2 to Perception checks
5 Camoflauge: +2 to Stealth checks
6 Tough Hide: +1 natural armor
7 Hardy: +1 on Fortitude saves
8 Lively: +1 on Reflex saves
9 Astute: +1 on Will saves
10 Quick: +5 ft movement speed
11 Vicious: +1 on melee attack rolls
12 Eagle Eyes: +1 on ranged attack rolls

Bloodline Powers: Your strange blood brings out the worst in people.

  • Warp Touch (Sp): Starting at 1st level, you create brief, disorienting changes in a creature’s physical form. This ability affects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your sorcerer level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces acidic ray.

Bloodrager

Bonus Feats: Combat Reflexes, Great Fortitude, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will.

Bonus Spells: enlarge person(7th), see invisibility(10th), displacement(13th), black tentacles(16th)

Bloodline Powers: While bloodraging, you show signs of our tainted heritage, and gain the abilities and immunities of some abberations.

  • Staggering Strike (Su): Starting at 1st level, when you confirm a critical hit, the target must succeed a Fortitude Saving throw (DC = 10 + 1/2 your bloodrager level + your Constitution modifier) or be staggered for one round. These effects stack with the Staggering Critical feat. The target must save against each effect individually.
  • Abnormal Reach (Su): At 4th level, your reach increases by 5 feet.
  • Aberrant Fortitude (Su): At 8th level you are immune to the sickened and nauseated conditions.
  • Unusual Anatomy (Su): At 12th level, your internal anatomy shifts and changes, giving you a 50% chance to ignore any critical hit or sneak attack scored against you.
  • Aberrant Resistance (Su): At 16th level, you are immune to poison, disease, fatigue, exhaustion, and the staggered condition.
  • Aberrant Form (Su): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In additon, you gain blindsight with a range of 60 feet and your bloodrager damage reduction increases by 1/-. You have the benefits constantly, even while not bloodraging.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License