Abyssal

Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.

Class Skill: Knowledge (planes).

Bonus Spells: cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th).

Bonus Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes]).

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Powers: While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.

  • Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
  • Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.
  • Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
  • Added Summonings (Su): At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.
  • Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).

Wildblooded

Brutal

The powers of the Abyss can vary radically, even for similar fiends.

Associated Bloodline: Abyssal.

Bloodline Arcana: Whenever you cast a spell that deals hit point damage, one target of your choice affected by the spell takes 2 additional hit points of damage. This ability has no effect on spells that do not deal hit point damage (such as ability score damage).

Bloodline Powers: Flight is often the key to survival.

  • Wings of the Abyss (Su): At 9th level, you can sprout leathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1-minute increments. This bloodline power replaces strength of the abyss.

Bloodrager

Bonus Feats: Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Intimidating Prowess, Power Attack, Toughness.

Bonus Spells: cause fear (7th), bull's strength (10th), rage (13th), stoneskin (16th)

Bloodline Powers: The power of the Abyss courses through your veins, causing horrific transformations during your bloodrage.

  • Claws (Su): At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full-attack action using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d8 points of damage (1d6 if you are small). At 11th level, these claws become flaming weapons, each dealing an extra 1d6 points of fire damage on a successful hit.
  • Demonic Bulk (Su): At 4th level, when you enter a bloodrage, you can choose to grow one size category larger than your base size (as enlarge person.
  • Demon Resistances (Ex): At 8th level, you gain resistance 5 to acid, cold and fire. At 16th level, these resistances increase to 10.
  • Abyssal Bloodrage (Ex): At 12th level, the bonus to Strength from bloodraging increases by 2, but the penalty to AC becomes -4 instead of -2. At 16th level, this bonus increases instead by 4. At 20th level, in increases by 6.
  • Demonic Immunities (Ex): At 16th level, you're immune to poison and electricity, even when not bloodraging.
  • Demonic Aura (Su): At 20th level, when you enter a bloodrage, you can choose to exude an aura of fire. The aura is a 5 foot burst centered on you, and deals 2d6 + your Constitution modifier points of fire damage to creatures who end their turn within it.
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