Destined

Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.

Class Skill: Knowledge (history).

Bonus Spells: alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th).

Bonus Feats: Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.

Bloodline Arcana: Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.

Bloodline Powers: You are destined for great things, and the powers that you gain serve to protect you.

  • Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.
  • It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.
  • Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.
  • Destiny Realized (Su): At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll.

Wildblooded

Karmic

The universe punishes those who interfere with destiny.

Associated Bloodline: Destined.

Bloodline Arcana: If you are casting defensively because a creature is threatening you and you fail your concentration check, one of the creatures that is threatening you provokes an attack of opportunity from you or from one ally who is adjacent to the enemy. You decide which creature provokes this attack and which of its adjacent opponents may make the attack.

Bloodline Powers: Your blood responds angrily when you are attacked.

  • Fate’s Retribution (Su): Starting at 1st level, when you are hit by a melee attack, as an immediate action, you can curse the creature that struck you. The target takes a –2 penalty on all attack and damage rolls for 1d4 rounds. A Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) negates this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces touch of destiny.

Bloodrager

Bonus Feats: Diehard, Endurance, Improved Initiative, Intimidating Prowess, Leadership, Lightning Reflexes, Weapon Focus.

Bonus Spells: shield (7th), blur (10th), protection from energy (13th), freedom of movement (16th).

Bloodline Powers: Your future is greatness, and the powers that you gain prove it to your enemies.

  • Destined Strike (Su): At 1st level, as a free action, up to three times per day, you can grant one of your melee attacks an insight bonus equal to 1/2 your bloodrager level (minimum 1). At 12th level, you may use this ability up to five times per day.
  • Fated Bloodrager (Su): Starting at 4th level, you gain a +1 luck bonus on all of your saving throws and AC. At 8th level and every four levels thereafter, this bonus increases by +1, to a maximum of +4 at 20th level.
  • Certain Strike (Su): At 8th level, once during a bloodrage, you may reroll any one attack roll. You must decide to use this ability after the first roll is made, but before the DM reveals the result.
  • Fate's Intervention (Su): At 12th level, once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to 1 hit point; if you succeed and already have fewer than 1 hit point, you take no damage instead.
  • Unstoppable (Su): At 16th level, any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score are automatically confirmed.
  • Victory or Death (Su): At 20th level, you are immune to paralysis and petrification, as well as the stunned, dazed and staggered conditions. You have these benefits constantly, even while not bloodraging.
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