Undead

The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.

Class Skill: Knowledge (religion).

Bonus Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th).

Bonus Feats: Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, [[[Still Spell]], Toughness.

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

Bloodline Powers: You can call upon the foul powers of the afterlife. Unfortunately, the more you draw upon them, the closer you come to joining them.

  • Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
  • Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.
  • Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. 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.
  • Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.
  • One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.

Wildblooded

Sanguine

The power of undeath can derive from cold blood as well as hard bone.

Associated Bloodline: Undead.

Bloodline Arcana: Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1.

Bloodline Powers: Your magic emulates that of the hungry dead.

  • The Blood Is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you’d had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces grave touch.

Bloodrager

Bonus Feats: Diehard, Dodge, Endurance, Intimidating Prowess, Iron Will, Mobility, Toughness.

Bonus Spells: chill touch (7th), false life (10th), vampiric touch (13th), fear (16th).

Bloodline Powers: When you enter a bloodrage, the powers of undeath manifest, empowering your attacks with fear and your body with foul resistances.

  • Frightful Charger (Su): Starting at 1st level, when you hit a creature with a charge attack, the creature you hit becomes shaken for a number of rounds equal to 1/2 your bloodrager level (minimum 1). This effect does not cause an existing shaken condition (from this ability or another source) to frightened or panicked. This is a mind-affecting fear effect.
  • Death's Gift (Su): At 4th level, you gain resistance 5 to cold, as well as DR 5/— against nonlethal damage. At 8th level, this resistance increases to 10, and the DR against nonlethal damage increases to 10/—.
  • Ghost Strike (Su): At 8th level, your melee attacks are treated as if they were made with a weapon with the ghost touch magic item special ability.
  • Frightful Strikes (Su): At 12th level, as a swift action once per bloodrage, you can empower your melee attacks with fear. For 1 round, creatures you hit with your melee attacks become shaken. Creatures who are already shaken become frightened, though this does not stack with the frightful charger ability. At 16th level, those who are already frightened become panicked. This is a mind-affecting fear effect.
  • Incorporeal Bloodrager (Su): At 16th level, once per day you can choose to become incorporeal. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Your attacks deal normal damage due to your ghost strike bloodrage power.
  • One Foot in the Grave (Ex): At 20th level, you gain immunity to cold, nonlethal damage, paralysis, and sleep. Your DR increases to 8/—. Unintelligent undead don’t notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead. You have these benefits constantly, even while not bloodraging.
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