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Each Sorcerer or Sorceress has a source of magic somewhere in their heritage that grants them power. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a Sorcerer might have a dragon as a distant relative or their grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the Sorcerer gains levels. A Sorcerer must pick one bloodline upon taking their first level of sorcerer. Once made, this choice cannot be changed.

Table of Contents

  • Goddess Bloodline
  • Hylian Demon Bloodline
  • Shadow-Realm Bloodline

Goddess Bloodline

Your family is directly descended or blessed by either the Golden Goddesses or the Goddess Hylia. Although this power is naturally good, it is ultimately your choice to use it for purposes evil or good.

Class Skill: Knowledge (History)

Bonus Spells: Bless (3rd), Resist Energy (5th), Dispel Magic (7th), Remove Curse (9th), True Seeing (11th), Greater Dispel Magic (13th), Banishment (15th), Sunburst (17th), Wish (19th)

Bonus Feats: Combat Casting, Dodge, Extend Spell, Improved Counterspell, Iron Will, Mounted Combat, Ride-By Attack Spell Focus, Still Spell.

Bloodline Arcana:

Whenever you cast a spell with the [light] descriptor, increase the spell’s DC by +2.

Bloodline Powers:

Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.

New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.

Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain:
- Immunity to acid, cold, and petrification
- Resist electricity 10
- Resist fire 10
- +4 racial bonus on saves against poison
- The ability to speak with any creature that has a language (as per the tongues spell).

Hylian Demon Bloodline

Your family is either descended from the first demons that invaded Hyrule, or someone in your family has made a pact with these creatures. In you, it manifests directly by granting you powers and spells, but you can’t help but wonder if the Goddesses have damned you for it.

Class Skill: Knowledge (Planes)

Bonus Spells: Cause Fear (3rd), Spontaneous Immolation (5th), Rage (7th), Stoneskin (9th), Dominate Person (11th), Transformation (13th), Teleport, Greater (15th), Trap the Soul (17th), Power Word Kill (19th)

Bonus Feats: Blind-Fight, Cleave, Combat Expertise, Empower Spell, Extend Spell, Great Fortitude, Improved Bull Rush, Power Attack, Skill Focus (Knowledge:Planes).

Bloodline Arcana:

Whenever you cast a spell that kills one or more living creatures with an Intelligence score of 3 or higher, the caster level of any spell you cast in the next round increases by +1 for each creature your first spell killed. This ability does not stack with other effects that increase your effective caster level, and you cannot gain a bonus greater than 1/2 your Charisma modifier (minimum 1). The second spell you cast must be of an equal or lower level than the first one.

Bloodline Powers:

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 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.

Strength of the Dark Realm (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 Dark Realm flows through you. You gain immunity to fire and poison. You also gain resistance to acid 10, cold 10, and electricity 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).

Shadow-Realm Bloodline

At one point, either you or your ancestors visited the shadowed realm of Twilight. Now, that same energy of the dark courses through your veins, manifesting in strange but useful ways.

Class Skill: Stealth

Bonus Spells: Shadow Weapon (3rd), Dust of Twilight (5th), Call the Void (7th), Shadow Step (9th), Shadow Evocation (11th), Shadow Walk (13th), Hungry Darkness (15th), Shadow Evocation, Greater (17th), Gate (19th)

Bonus Feats: Acrobatic, Blind-Fight, Dodge, Quick Draw, Silent Spell, Skill Focus (Stealth), Stealthy, Weapon Finesse.

Bloodline Arcana:

Whenever you cast a spell with the [darkness] descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell’s level for 1d4 rounds.

Bloodline Powers:

Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Nighteye (Ex): At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.

Shadow Well (Sp): At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.

Enveloping Darkness (Sp): At 15th level, you may create an area of deeper darkness that you can see through without penalty. All creatures except you are entangled within this darkness unless using freedom of movement or a similar effect. You may use this ability once per day.

Shadow Master (Su): At 20th level, you can see perfectly in natural or magical darkness. When you use shadow conjuration or shadow evocation spells, your creations are 20% more real, and any creatures you create gain the benefits of the Augment Summoning feat.

Note: Much of this information is supplemented with content from Pathfinder Open Source Content.


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