Classes/Sorcerer

Class Details:
Hit Die: d8

Type: Magic

Skill Ranks Per Level: 2 + Int modifier.

Class Features
The following are class features of the sorcerer.

Weapon and Armor Proficiency
Sorcerers are proficient with all simple weapons and simple light armor.

Casting
A sorcerer may combine spells and talents to create magical effects, and uses his choice of Intelligence or Charisma as his Casting Ability Modifier. In addition if this is the sorcerer ’s first level in a casting class he gains a single discipline feat he qualifies for, and may choose his casting type. (See Casting Type on the Magic page)

Caster’s Concentration
As a spellcaster, a sorcerer gains ranks in the Concentration skill equal to his class level.

Spell Pool
A sorcerer gains access to a magical source of energy known as a spell pool. This pool contains a number of spell points equal to his levels in casting classes + his casting ability modifier (minimum 1). This pool replenishes once per day after a long rest.

Implements
A sorcerer may use any piece of jewelry as an implement. In addition the Sorcerer’s bloodline may add additional options for his implements.

Magic Talents
A sorcerer gains a magic talent according to their talents column (gaining ¾ of a talent each level rounded down), each magic talent may be used to learn a new talent or new spell the sorcerer qualifies for. In addition she gains a bonus spell (but not talent) every 5 Class levels he possesses.

Bloodline (Su)
At 1st level, a sorcerer unlocks the power of his bloodline, a representation of innate magic gained through ritual or familial lineage that the sorcerer has learned to tap into. The sorcerer selects a single bloodline, the bloodline determines much about the sorcerer’s capabilities and progression going as far as changing his BCB, BAB, and even Hit dice. These are each listed on the selected bloodline, and apply immediately to the sorcerer upon acquisition. If a bloodline power calls for a save attack it is made at 1d20 + ½ SPB + Charisma modifier; the sorcerer may add any enhancement bonuses from his implement to this save attack.

For a complete listing of sorcerer bloodlines, see List - Sorcerer Bloodline.

Innate Power (Su)
At 1st level, a sorcerer gains the Innate Power ability of his bloodline.

Bloodline Trait (Su)
At 1st level, a sorcerer gains his bloodline’s bloodline trait. A bloodline trait is a manifestation of the sorcerer’s bloodline granting others insight into his nature usually in the form of physical traits that can range from eye color to more drastic changes such as growing claws or a tail. Unless disguised a creature may easily spot these with a DC 12 perception check, and may make a DC 30 knowledge arcane check to identify the sorcerer’s bloodline; as he gains additional traits this knowledge check DC is reduced as the sorcerer’s bloodline becomes more prominent and manifest.

Bloodline Boon (Su)
At 2nd level and every 2 levels thereafter, the sorcerer may select a bloodline boon. These boons are selected from either from the table of general sorcerer bloodline boons, or boons granted by their specific bloodline. If a bloodline boon calls for a save attack it is made at 1d20 + ½ SPB + Charisma modifier; the sorcerer may add any enhancement bonuses from his implement to this save attack.

For a complete listing of general bloodline boons, see Table - General Bloodline Boons.

Improved Bloodline Trait (Su)
At 3rd level, the sorcerer gains his bloodline’s improved bloodline trait. In addition this additional trait reduces the knowledge DC to identify the sorcerer’s bloodline by an additional 5. In addition the sorcerer’s traits become so prominent they are visible even when a magical effect would change his appearance such as polymorph spells; requiring additional mundane effects such as a disguise kit to help hide these elements.

Emerging Power (Su)
At 5th level, a sorcerer gains the Emerging Power ability of his bloodline.

Bloodline Senses (Su)
At 7th level, a sorcerer gains the bloodline senses of his bloodline. In addition the sorcerer becomes familiar with his own kind, gaining a +10 bonus on a knowledge check to identify the bloodline of a sorcerer who shares the same bloodline as himself.

Bloodline Suppression (Su)
At 7th level, the sorcerer learns to temporarily suppress the power of his bloodline and suppress any visual traits of his bloodline. As a full-round action the sorcerer suppresses all abilities of his bloodline, losing access to any traits or powers of his bloodline. While in this state the sorcerer maintains any granted spells, BAB, and HIt dice adjustments of his bloodline, but has the BCB of a sorcerer without his bloodline and loses any other bloodline specific BCB adjustments. During this state creatures cannot spot or identify his bloodline aspects nor can they attempt to identify his bloodline. Ending this effect is a full-round action; the sorcerer may reduce this to a move action but is then staggered on his next turn.

Greater Bloodline Trait (Su)
At 9th level, the sorcerer gains his bloodline’s greater bloodline trait. In addition this additional trait reduces the knowledge DC to identify the sorcerer’s bloodline by an additional 5.

Bloodline Intensity (Su)
At 10th level, the force of a sorcer’s spells become that of legend, the sorcerer successfully affects a hostile creature that has resist against his bloodline’s affinity he may treat their resist as 1 lower for every 5 strength or charisma modifier he possesses (minimum 1), whichever is higher.

Actualized Power (Su)
At 11th level, a sorcerer gains the Actualized Power of his bloodline.

Spell Devouring (Su)
At 13th level, the sorcerer learns to use his innate connection to break the structure of magic around him and absorb it into himself. When a creature within 60 feet of the sorcerer attempts to cast a spell, he may expend a spell point as a reaction to attempt to absorb the magic. The sorcerer makes a dispel attempt (1d20 + your SPB) against the caster (1d20 + the caster’s SPB). If their check is higher the effect is dispelled and the spell fails. If the sorcerer succeeds he gains a number of temporary hit points equal to twice the BCB of the spell for 1 hour.

Bloodline Aspect (Su)
At 15th level, a sorcerer gains the Bloodline Aspect ability of his bloodline.

One With Magic (Su)
At 17th level, even the most hostile of magic seems to empower the sorcerer, leaving a piece of itself behind. Whenever the sorcerer succeeds as a saving throw, or prevents a spell through spell resistance, or reduces the damage of an elemental spell to 0 through resistance or immunity; the sorcerer gains temporary hit points equal to his sorcerer level for a number of rounds equal to his casting modifier. In addition while the sorcerer retains these temporary hit points he gains a +2 morale bonus to attack rolls, damage rolls, and save attack rolls.

Bloodline Paragon (Su)
At 19th level, the sorcerer learns to become more than the sum of his parts, becoming a paragon of both himself and his bloodline. The sorcerer gains the Bloodline paragon ability of his bloodline. In addition this reduces the knowledge DC to identify the sorcerer’s bloodline by an additional 5.

Bloodline Manifestation (Su)
At 20th level, the sorcerer gains the Bloodline Manifestation ability of his bloodline.

List - Sorcerer Bloodlines:
Each bloodline lists a hit dice, base attack bonus, and base caster bonus. Base attack bonus and base caster bonus are tracked as fellows Full (increasing by 1 every hit die), Mid (increasing by 0.75 every hit die), and Low (increasing by 0.5 every hit die), each value rounded down..

Note: Base defense bonus is calculated as ½ base attack bonus rounded down, meaning a change to the sorcerer’s BAB is a change to his BDB.

If a bloodline ability or power calls for a save attack, it is made at 1d20+½ SPB + Charisma modifier, and may add any enhancement bonus from the sorcerer’s implements to it.

Angelic Bloodline
Description: Your lineage is that of angels. Similar to Nephilim your heritage is that of light elemental; but you have learned to draw additional power from this.

Hit Dice: d8

Base Attack Bonus: Mid

Base Caster Bonus: High

Bloodline Implement: The sorcerer may use a holy symbol, religious text, or sacred relic as their implement.

Innate Power (Healing Light): The sorcerer gains light affinity as a bonus talent. If this is not your first level in a casting class you do not gain the associated affinity talent. The sorcerer gains the cure spell as a bonus spell.

Bloodline Trait (Angelic Body): The sorcerer’s skin begins to take on a more fair complexion as well as gaining the barest hint of a metallic sheen. The sorcerer gains Resist 1 against light and fire. If the sorcerer already possesses any of these resistances from their race they instead improve by 1. At 5th level and every 4 levels thereafter these resistances improve by an additional 1.

Bloodline Boon: Below are a list of bloodline boons available to the angelic bloodline: Improved Bloodline Trait (Improved Angelic Body) : The sorcerer’s skin begins to harden against outside harm. The sorcerer gains DR 1/- improving by 1 for every 2 levels of sorcerer he possesses.

Emerging Power (Angelic Blessing): You gain the ability to bless your allies adjusting their fates to become more favorable. As a standard action may select one ally within 30 feet granting them a +1 luck bonus to a number of d20 rolls equal to your charisma modifier, for up to 1 minute. The creature cannot choose which d20 roll these apply to. For every 6 levels of sorcerer you possess you can select an additional creature per use of this ability. At 10th level and every 10 levels thereafter this bonus improves by an additional 1.

Bloodline Senses (Angelic Senses):  You attain the senses of an elemental, in addition becoming attuned to the suffering of creatures. You gain lifesense 30 feet. In addition to any creature you can detect with lifesense you can also determine if they are above or below half their hit points. At 10th level this lifesense improves to 60 feet.

Greater Bloodline Trait (Greater Angelic Body): You sprout a pair of feathery angeling wings and a halo. These wings grant the sorcerer a fly speed of 60 feet with average maneuverability. If the sorcerer already has a pair of wings this fly speed improves by 30 feet and the maneuverability improves to good. The sorcerer gains a halo, increasing the light level around them by 2 steps to a maximum of bright within an area of 30 feet. If the sorcerer already has the halo from the Nephilim race feat he instead increases the light level by 3 steps.

Actualized Power (Heaven's Guidance): You begin to find your power helping guide your actions. A number of times per day equal to your charisma modifier, you can reroll any one ability check, attack roll, skill check, or saving throw you just made as a reaction. You must decide to use this ability after the die is rolled, but before the results are revealed. You must take the second result, even if it is worse.

Bloodline Aspect (Divine Transformation): The sorcerer briefly takes on the appearance of the divine, causing creatures to recoil from its glory. The sorcerer may spend a spell point as a move action to make a will and reflex save attack against hostile creatures within 60 feet of the sorcerer. The sorcerer uses the same roll for both save attacks. A successful reflex save attack causes creatures within the area to become blinded for 1d4+1 rounds. A successful will save attack causes the creatures to become shaken for 1d4+1 rounds. Creatures who make either save against this ability become immune to additional uses of the ability for 24 hours. Creatures without sight are immune to this ability.

Bloodline Paragon (Holy Aura): You learn to emit a holy aura, empowering your allies. For a number of rounds per day per sorcerer level you may cause all allies within 60 feet to gain a +2 deific bonus on attack rolls, damage rolls, AC rolls, save attack rolls, and saving throws. Creatures who already possess a deific bonus to one of these rolls instead improve their existing bonus by 1. In addition each round at the start of your turn and when you activate this aura, allies within the aura gain temporary hit points equal to your charisma modifier, that last until the start of your next turn. Activating this ability is a swift action and may be ended as a free action.

Bloodline Manifestation (True Angelic Body): The sorcerer gains immunity to poison, petrification, light damage, and nonlethal damage. In addition the sorcerer may use the reroll ability of their actualized power a number of additional times per day equal to half their sorcerer level.

Demonic Bloodline
Description: Similar to that of tieflings your heritage involves that of a demonic elemental, but you’ve learned to draw out more power than most from this.

Hit Dice: d12

Base Attack Bonus: Full

Base Caster Bonus: Low

Bloodline Implement: The sorcerer may use a light or heavy mace, flail, or whip as his implement.

Innate Power (Demonic Nature): If this is your first level in a casting class you gain dark affinity as a bonus affinity talent. In addition the sorcerer gains power stance as a bonus feat.

Bloodline Trait (Demonic Body): The sorcerer’s skin begins to take on more fiendish tone as their body begins to manifest the traits of their demonic heritage. The sorcerer gains resist 1 against Dark, Electricity, and Fire. If the sorcerer already possesses any of these resistances from their race they instead improve by 1. At 5th level and every 4 levels thereafter these resistances improve by an additional 1.

Bloodline Boon: Below are a list of bloodline boons available to the demonic bloodline: Improved Bloodline Trait (Improved Demonic Body): Your body becomes infused with demonic might, causing the sorcerer’s physical appearance to become gradually bulkier. The sorcerer gains a +1 racial bonus to his choice of Strength or Constitution. For every 3 levels after 3rd this bonus improves by an additional 1 to a maximum of +6. The racial bonuses from this ability stack with racial bonuses from the sorcerer’s race or race feats, but not from any other source. In addition the sorcerer sprouts a pair of horns granting him a gore attack (1d6 medium, 1d4 small).

Emerging Power (Hellfire): The sorcerer learns to summon a pillar of hellfire in a 10 foot radius burst within 60 feet of the sorcerer. The pillar must originate on the ground but rises into the air 10 feet per sorcerer level. For every 5 levels of sorcerer the radius and range of this ability improves by an additional 5 feet. Creatures within the pillar are subject to a reflex save attack, with a successful save attack dealing 1d4 fire and 1d4 dark damage per 2 SPB the sorcerer possesses. The sorcerer may spend a spell point to improve this damage to 1d4 fire and 1d4 dark damage per SPB the sorcerer possesses. The sorcerer may use this once per day, plus an additional time per day per 4 sorcerer levels he possesses (minimum 1).

Bloodline Senses (Demonic Senses): You attain the senses of an elemental, in addition becoming attuned to the suffering of creatures. You gain Darkvision 60, as well as the ability to locate creatures who are bleeding or below half the maximum hit points within this area of darkvsiion, similar to blindsense with. If you already possessed Darkvision your Darkvision improves by 30 feet. For every 3 levels after 7th the range of these senses improves by an additional 10 feet.

Greater Bloodline Trait (Greater Demonic Body): You sprout a pair of demonic wings and a tail. These wings grant the sorcerer a fly speed of 60 feet with average maneuverability. At 12th level this speed improves to 90 feet. The tail grants the sorcerer a tail along with the teifling’s prehensile tail, and coordinated tail feats; if the sorcerer already had a tail or either of these feats he becomes capable of wielding two-handed weapons using his tail, but takes a -2 penalty unless he possesses the giant’s grip feat.

Actualized Power (Demonic Aura): The sorcerer learns to emit an aura of demonic power. The sorcerer may activate and deactivate this ability as a reaction on his turn. Creatures who end their turns within the sorcerer’s natural reach take 2d4 + his charisma modifier dark damage, and 2d4 + his constitution modifier fire damage.

Bloodline Aspect (Demonic Transformation): The sorcerer learns to grow in size to that of a great demon. Allowing the sorcerer to increase his size by one category for every 5 sorcerer levels he possesses. Any weapons or equipment the creature may possess are automatically resized to them for the duration of this effect. This is not a polymorph effect but cannot be combined with other effects that would adjust the sorcerer’s size. The sorcerer may activate this ability by spending a spell point as a swift action; granting him this increased size for 1 minute.

Note: See the “Creature Size Chart” in the combat rules for a list of all the adjustments a creature gains for a change in size.

Bloodline Paragon (Devour Soul): The sorcerer taps into the depths of his demonic lineage and learns to manipulate and empower himself using the souls of others. When the sorcerer makes a coup de grace attempt he gains the additional effects. If he successfully slays the creature he draws out the soul of the creature and devours it. The sorcerer gains a number of temporary hit points equal to twice the hit dice of the slain creature for 1 minute. These temporary hit points count as if the sorcerer had successfully used his one with magic ability granting him the morale bonuses from the ability as long as he retains these temporary hit points. When these temporary hit points are depleted through damage, any non-allied creature within 30 feet of the sorcerer is subject to a will save attack, with a successful save attack causing creatures to gain the shaken condition for 1d4+1 rounds, becoming a higher tier of fear effect for each additional degree of success. If this save attack fails by one degree or less the creatures are still shaken for 1 round.

Bloodline Manifestation (True Demon): The sorcerer becomes one with his demonic heritage improving his resistances to fire and dark damage to immunity, and instead allowing the sorcerer to be healed for half the damage dealt by these elements; though the sorcerer can't heal himself using these elements against himself.

In addition the sorcerer may spend a spell point as a focused attack action, making a fortitude save attack against the creature on a successful hit. A successful save attack causes the creature to take 1d4+1 constitution and wisdom drain in addition to the damage of the attack. The sorcerer gains temporary hit points equal to the ability drain done as well as the normal. These temporary hit points count as if the sorcerer had successfully used his one with magic ability granting him the morale bonuses from the ability as long as he retains these temporary hit points. If the creature is slain by this attack the creature is treated as having been slain by his demon bloodline paragon ability, gaining all the benefits in addition to the benefits of this ability.

Draconic Bloodline
Description: Your blood has the power of dragons flowing within it, granting you both the might and innate magic of dragons.

Hit Dice: d10

Base Attack Bonus: Mid

Base Caster Bonus: Mid

Bloodline Implement: The sorcerer may treat any enhancement bonus to his claws as an implement enhancement bonus. In addition he may treat claw blades as implements.

Innate Power (Draconic Lineage): You select a single draconic lineage granting you an affinity talent and a single shape talent; the sorcerer treats his BCB as equal to his class level for the purposes of spells matching his draconic lineage’s affinity. If this is not your first level in a casting class you do not gain the associated affinity talent. The sorcerer gains the elemental blast spell as a bonus spell. Bloodline Trait (Draconic Body): The sorcerer’s pupils become more reptilian in look. In addition the sorcerer gains two claw attacks (1d4 for medium creatures, 1d3 if small). If the sorcerer already possessed a pair of claw attacks their damage dice is improved by 1 step.

Bloodline Boon: Below are a list of bloodline boons available to the draconic bloodline: Improved Bloodline Trait (Improved Draconic Body): The sorcerer’s skin begins to grow scales in various locations across his body; granting him a +1 natural armor bonus, or increasing his existing natural armor by additional 1. For every 3 levels after 3rd this bonus improves by an additional 1.

Emerging Power (Draconic Breath):  You learn to access your draconic lineage’s breath weapon. This breath weapon deals 1d8 points of damage of your elemental type per 2 BCB; though the sorcerer may choose to spend a spell point to improve the damage of this ability to 1d8 per BCB. Make a reflex save attack against all creatures within the area; a failed save attack deals half damage. The shape of the breath weapon may have shape talents applied to it as if it was a spell with the shaped keyword, but does not incur the associated spell point cost if using the shape talent granted by his draconic lineage.

The sorcerer may use this ability twice per day plus an additional time per day for every 4 levels of sorcerer after 5th the sorcerer possesses; the sorcerer must wait 1d4 rounds between uses.

The sorcerer otherwise treats this ability as a spell of his chosen affinity for the purposes of determining his BCB of the shape talent and the save attack of this ability; but is otherwise treated as an extraordinary ability.

Bloodline Senses (Draconic Senses): Your senses become more like that of a Dragon gaining Darkvision 60 feet and blindsense of 10. If you already possessed Darkvision your darkvision improves by 30 feet. For every 3 levels after 7th the range of your blindsense improves by 10 feet.

Greater Bloodline Trait (Greater Draconic Body): The sorcerer gains a bite natural attack (1d6 medium, 1d4 small) that deals 1.5x strength modifier damage on hit rather than the normal 1x. In addition, the sorcerer gains a pair of leathery dragon wings that he may grow as a standard action. These wings grant the sorcerer a fly speed of 60 feet with average maneuverability. The sorcerer may dismiss the wings as a free action. At 12th level this speed improves to 90 feet.

Actualized Power (Draconic Might): The physical prowess of dragons begins to infuse you with power allowing the sorcerer to temporarily call upon this power. The sorcerer may spend a spell point as a swift action and grant himself a +2 racial bonus to a single physical ability score of his choice for a number of rounds equal to his charisma modifier. This improves by an additional +2 for every 2 levels after 11th to a maximum of +6 for a single ability score. The sorcerer may split this bonus up between ability scores in increments of +2 (for example when he has +6 he may have +4 in strength and +2 in dexterity). At 18th level the sorcerer may choose a single ability score, he gains a permanent +6 racial bonus to that chosen ability score. The racial bonuses from this ability stack with racial bonuses from the sorcerer’s race or race feats, but not from any other source including itself.

Bloodline Aspect (Draconic Transformation): You learn to take on the aspect of dragons, gaining transformation as a bonus spell with draconic transformation from talent, and once per day plus an additional time per day per 2 levels after 15th the sorcerer may reduce the cost of this spell by 2 (minimum 0) as long as he’s using the draconic transformation form. If you already possess these talents or later gain them, when transformed into the draconic form you may apply the size change alter talent to this form as a bonus trait without counting against your trait limit for transformation. In addition when using the breath weapon of the draconic form you may expend one use of your draconic bloodline’s breath weapon to instead deal damage as if you had used your breath weapon but treating it as if you had applied the empowered meta talent to it; using this ability adds an additional 2 rounds before you may use your breath weapon again.

Bloodline Paragon (Draconic Channeling): For a limited time the sorcerer draws upon the powers of the dragon empowering a number of his abilities gaining the following benefits:


 * The sorcerer’s claws damage is improved by one size category and deals 1d6 elemental damage of a type matching his draconic lineage’s affinity.
 * The sorcerer gains DR 10/Magic and Adamantine.
 * The sorcerer’s breath weapon improves to 2d4 instead of 1d8 per sorcerer level, and gains the benefits of the widen spell meta talent without the increased spell point cost as long as he uses it with the associated shape talent of his draconic lineage.
 * The sorcerer gains a tail slap natural weapon dealing 1d6 damage (1d4 if small); if the sorcerer already possessed one the damage of their tail slap improves by 1 step.
 * The sorcerer’s fly speed from his greater bloodline trait improves by an additional 30 feet, and grants him two wing natural weapons each dealing 1d4 damage (1d3 if small); if the sorcerer already possessed one the damage of their wing natural weapons improves by 1 step.
 * The sorcerer gains the frightful presence(60 feet) universal ability and may treat his hit dice as 2 higher for the purposes of determining what creatures it may affect.

The sorcerer may activate this ability as a standard action, and lasts for 1 minute and may only be used once per day plus an additional time per day at 20th level. This effect is treated as a polymorph effect similar to alter self, not altering the creature’s base form, but not stacking with other polymorph abilities the sorcerer may possess or be affected by.

Bloodline Manifestation (True Draconic Body): The sorcerer’s draconic blood becomes fully manifest. The sorcerer gains immunity to paralysis and sleep. In addition the sorcerer's scales become much more resistant to magic granting them 40% spell resistance; if the sorcerer had another source of non-temporary spell resistance he instead improves his existing spell resistance by 15%.

Shoggoth Bloodline
Description: Through strange rituals, or stranger circumstances you draw lineage of the aberrations of the deep known as shoggoth.

Hit Dice: d10

Base Attack Bonus: Low

Base Caster Bonus: High

Bloodline Implement: The sorcerer may use shells or objects crafted from the bones of a sea creature as an implement.

Innate Power (Creature of Entropy): The sorcerer gains entropic affinity as a bonus talent. If this is not your first level in a casting class you do not gain the associated affinity talent. In addition the sorcerer may use entropic affinity to qualify for and cast spells with water affinity as prerequisite, but doing so causes spells cast in this way to become entropic spells. The sorcerer gains the wave shield spell as a bonus spell.

Bloodline Trait (Body of the Deep): Your body is already attuned to the deep, granting you the ability to breathe underwater indefinitely. If you already possess the ability to breathe underwater you instead may treat your constitution score as double for determining how long you may hold your breath in other substances.

Bloodline Boon: Below are a list of bloodline boons available to the shoggoth bloodline: Improved Bloodline Trait (Improved Body of the Deep): The sorcerer’s body begins to slightly degrade in appearance, taking on a vaguely slimy appearance and making you seem slightly less solid. In addition from this slime you gain two tentacle natural weapons (1d4 medium, 1d3 small). In addition you gain a swim speed equal to your land speed. At 5th level and every 4 levels thereafter these tentacles gain an additional 5 feet of reach for the purposes of delivering melee touch spells.

Emerging Power (Touch of Entropy): The sorcerer’s ability to cleanse instead corrupts. When casting a healing keyword spell that restores hit points he may choose to instead corrupts it causing it to instead deal entropic damage and allowing the application of disruption type talents from the disrupting touch spell to these spells. In addition when casting a healing keyword spell that cures status ailments the sorcerer may cause the spell to make a fortitude save attack against the creature, if he succeeds the duration of all tiered status ailments the spell can affect are increased by 1d4 rounds. Spells modified by this ability are no longer treated as having the healing keyword, but instead gain the curse keyword.

Bloodline Senses (Deep Sense): The sorcerer attains greater senses of the deep, in addition becoming attuned to the suffering of creatures. You gain Darkvision 60. If you already possessed Darkvision your Darkvision improves by 30 feet. At 10th level you gain tremorsense of 30 feet. These senses improve by an additional 30 feet at 15th level.

Greater Bloodline Trait (Greater Body of the Deep): The sorcerer’s body becomes more like a shoggoth sprouting various dark eyes with white pupils all across your body granting you the all-around vision universal ability. In addition your body becomes chaotic and difficult to understand granting a 5% chance per sorcerer level to negate a critical hit or sneak attack.

Actualized Power (Engulf): The sorcerer gains the engulf universal ability; with a reflex save attack of 1d20 + ½ SPB + Charisma modifier; and dealing 1d6 entropic damage per 5 sorcerer levels as long as the target remains engulfed. For the purposes of maintaining grapples initiated through his engulf ability the sorcerer treats his BAB from his sorcerer levels as equal to his class level.

Bloodline Aspect (Gibbering Maws): The sorcerer may spend 1 spell point as a move action to create sounds and words that tear at the sanity of creatures near them. The sorcerer makes a will save attack against all creatures within 60 feet that can hear the sorcerer. A successful will save attack causes creatures affected to become confused for 1d6 rounds, +1 round for each degree of success. In addition for each round they suffer from this confusion effect the creature takes 1d4 points of Wisdom damage. The sorcerer may not attempt to use this ability again on a single creature more than once per 24 hours. This is a mind-affecting effect.

Bloodline Paragon (Entropic Attunement): The sorcerer embraces being partly a chaotic creature allowing the sorcerer to be instead be healed by entropic damage; though the sorcerer can't heal himself using these elements against himself. In addition the sorcerer adds his class level to all entropic damage he deals including damage from his engulf ability; and deals this damage as part of attacks (including touch attacks) made with his tentacles.

Bloodline Manifestation (True Shoggoth): The sorcerer gains immunity to blindness, deafness, and water damage. In addition the sorcerer gains regeneration 5 that is suppressed for 1 round if the sorcerer takes electric or wind damage.

Phoenix Bloodline
Description: You have the power of the immortal phoenix, granting health and longevity to yourself and those around you.

Hit Dice: d10

Base Attack Bonus: Mid

Base Caster Bonus: Mid

Bloodline Implement: The sorcerer gains no additional implements.

Innate Power (Fiery Restoration): The sorcerer gains fire affinity as a bonus affinity; the sorcerer treats his BCB as equal to his class level for the purposes of spells with fire affinity. If this is not your first level in a casting class you do not gain the associated affinity talent. The sorcerer gains the wield element spell as a bonus spell.

Bloodline Trait (Phoenix Body): The sorcerer’s body becomes attuned to the fire of his phoenix bloodline, giving off a somewhat soothing warmth, and making him more resistant to fire. The sorcerer gains Resist 2 fire; If the sorcerer already possesses this resistance from their race they instead improve  this to Resist 3. At 5th level and every 4 levels thereafter these resistances improve by an additional 1.

Bloodline Boon: Below are a list of bloodline boons available to the phoenix bloodline: Improved Bloodline Trait (Phoenix Plumes): The sorcerer’s arms begin to grow small plumes of feathers on their arms of fiery red tipped with blue giving it the look of flames. The sorcerer may expend a feather as a reaction as part of casting a spell to allow the sorcerer to add their sorcerer level to any fire damage or healing from the affected spell. The sorcerer may use this ability a number of times per day equal to 3 + his charisma modifier (minimum 3). In addition while the sorcerer has uses per day left of this ability the sorcerer is treated as having a glide speed of 10 feet.

Emerging Power (Phoenix Warmth): The sorcerer learns to extend his warmth as a phoenix granting bonuses to his allies, while harming his foes. As a move action the sorcerer can emit a 30 foot aura, granting all allies within the area half his fire resistance (minimum 1) as well as an equal amount of cold resistance. In addition each hostile creature that begins their turn within this area takes fire damage equal to the sorcerer’s charisma modifier. This aura lasts for 1 minute. The sorcerer may use this ability a number of times per day equal to 2 + his charisma modifier.

Bloodline Senses (Life Sight): You senses as a phoenix make you attuned to the flow of life around you; gaining Lifesight 10feet. This area improves by 5 feet at 10th level and every 5 levels thereafter.

Greater Bloodline Trait (Improved Phoenix Plumes): The feathers upon the sorcerer’s arms become more vibrant and plentiful. This grants the sorcerer an additional 1 + 1 per 4 sorcerer level he possesses to the number of uses per day of his phoenix bloodline improved bloodline trait; and in addition he no longer loses his glide speed when he has no more uses per day of that ability.

The sorcerer also gains the ability to transform his arms into a pair of wings as a standard action gaining a fly speed of 60 feet with average maneuverability, improving to 90 feet at 12th level. While in this form the sorcerer no longer has hands, but any implement he was holding when the transformation occurred is merged into this new form and is considered held for the purpose of casting spells. In addition the sorcerer gains two wing attacks appropriate to his size while using this ability that deal an additional 1d6+charisma modifier fire damage on hit.

Actualized Power (Phoenix Resurgence): The phoenix is known as the harbinger of rebirth and your power begins to display this. The sorcerer may expend two uses of his phoenix plumes improved bloodline trait as a standard action to touch a creature and grant them the effects as if he had used the Life-Saving Cure talent but it automatically returns the creature to 1 hit point rather than requiring healing. This ability must still be used on a creature that died from hit point damage within 1 round, and grants the temporary negative level as unusual.

Bloodline Aspect (Soothing Warmth): When using the phoenix warmth emerging power he may spend an additional use of the ability to improve the area to 60 feet. When improving this area the sorcerer may also choose to spend a spell point to further empower this aura. When empowering this aura the ability immediately grants a number of hit points to all allies within the area equal to the sorcerer’s charisma modifier, and grants all allies within the area fast healing 5 while they remain within the area. Hostile creatures within the area take an additional 1d6 fire damage in addition to the normal fire damage caused by this ability.

The sorcerer also gains an additional 1 use per 5 sorcerer level he possesses to his phoenix bloodline emerging power.

Bloodline Paragon (Phoenix Rebirth): The sorcerer gains immunity to all fire damage, though does not grant this bonus to others when using his emerging power bloodline ability.

In addition the sorcerer gains regeneration 5 rather than fast healing while using his empowered aura from his phoenix bloodline aspect. If the sorcerer is returned above his death threshold from this regeneration before the aura would expire he may choose to return to life in a fiery explosion. When using this ability he may choose to immediately end his empowered aura and set himself to 1 hit point. All hostile creatures within his Bloodline Aspect’s empowered aura are subject to a reflex save attack. A successful save attack deals 1d8 fire damage per sorcerer SPB he possess plus an additional amount of damage equal to the amount of health he gained when using this ability (from his death threshold to 1 hit point); while a failed save attack deals half. The sorcerer may use this ability once per day plus an additional time at 20th.

Bloodline Manifestation (Eternal Phoenix): The sorcerer becomes one with his phoenix bloodline; gaining fast healing 5 for 1 round anytime he is dealt fire damage (despite his immunity).

In addition the sorcerer may use his bloodline paragon ability to return to life even if he did not use his phoenix bloodline aspect’s empowered aura, instead dealing damage if he was healed from his death threshold to 1 hit point, but doing so uses both uses per day of the ability. In addition the sorcerer is always returned to the prime of youth (usually the start of adulthood) when using this ability, and may even use this ability in response to dying of old age, allowing him to reverse the effects of aging.

Table - General Bloodline Boons:
Below are a number of bloodline boons that are able to be selected by a sorcerer despite their choice of bloodline.

Table - Sorcerer Magic Talents:
Below are a number of special magic talents available only to sorcerers. They may take these using their magic talents gained from sorcerer levels, though some sorcerer bloodlines may grant these as bonus talents.