Infernal

Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

Class Skill: Diplomacy.

Bonus Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th).

Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration.

Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.

Bloodline Powers: You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.

  • Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.
  • Hellfire (Sp): At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
  • On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.
  • Power of the Pit (Su): At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.

Wildblooded

Pit-Touched

Your diabolic corruption is from a source in the deepest parts of Hell.

Associated Bloodline: Infernal.

Bloodline Arcana: Whenever you cast a spell, you gain a bonus on Intimidate checks equal to the spell’s level for 1 round.

Bloodline Powers: The crushing weight of evil has given you the strength to endure.

  • Tough as Hell (Ex): At 9th level, you gain a +2 inherent bonus to your Constitution. This bonus increases to +4 at 13th level, and to +6 at 17th level. This bloodline power replaces hellfire.

Bloodrager

Bonus Feats: Blind-Fight, Combat Reflexes, Deceitful, Improved Disarm, Improved Sunder, Intimidating Prowess, Iron Will.

Bonus Spells: protection from good (7th), scorching ray (10th), suggestion (13th), fire shield (16th).

Bloodline Powers: When you bloodrage, hellfire infuses your blood with terrifying effect.

  • Hellfire Strike (Su): At 1st level, as a swift action up to three times a day, you can infuse your attacks with hellfire. When you do so, all of your melee attacks gain the flaming magic weapon special ability for 1 round. At 12th level, you can use this ability five times per day and the effect is treated as flaming burst.
  • Infernal Resistance (Ex): At 4th level, you gain resistance 5 to fire, as well as a +2 bonus on saving throws made against poison. At 8th level, this resistance increases to 10, and the bonus on poison saving throws increases to +4.
  • Hellfire Charge (Su): At 8th level, when you charge, the attack you make at the end of the charge gains the benefit of your hellfire strike without needing to expend a use of it.
  • Diabolical Arrogance (Su): At 12th level, you gain a +4 bonus against enchantment and fear effects.
  • On Dark Wings (Su): At 16th level, you can choose to grow batlike wings when you bloodrage. When you do, you gain a fly speed of 60 feet with average maneuverability. At 20th level, your fly speed increases to 80 feet and you gain good maneuverability.
  • Fiend of the Pit (Su): At 20th level, you gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the see in darkness ability. You have these benefits constantly, even while not bloodraging.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License