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 a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her levels in casting classes + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of 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 druid 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.

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. 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.

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; for every 2 levels after 1st the DC of this knowledge check is reduced by 1 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 3. 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. 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.

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 3.

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 ever 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. 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.

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 your 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. 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.

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. 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.

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

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 Aasimar your heritage is that of holy outsiders; 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: 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: 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: 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: 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. 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:  You attain the senses of an outsider, 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 blindsight out to an equal distance of your darkvision.

Greater Bloodline Trait: 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 aasimar race feat he instead increases the light level by 3 steps.

Actualized Power: 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: 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: 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: 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.

Crossblooded
Description: Your heritage is mixed, granting a more diluted form of power but more versatile in nature. Select two bloodlines, each ability then will determine the power based on your selection.

Hit Dice: If both hit dice are within one step of each other (D8 & D10, or D10 & D12) use the higher of the two. If both hit dice are within two steps of each other (D8 & D12) use the middle point of the two (D10).

Base Attack Bonus: Use the lower of the two base attack bonuses of the two bloodlines.

Base Caster Bonus: Use the higher of the two base casting bonuses of the two bloodlines.

Bloodline Implement: The sorcerer gains neither of his selected bloodline’s implement list.

Innate Power: A crossblooded sorcerer gains both his bloodline’s innate powers, making any selections as necessary as part of these powers (such as the lineage of the draconic bloodline). If the innate powers grant an affinity talent he only gains the affinity talents from one, and any choices he may make must conform to the other bloodline (such as a crossblooded sorcerer being required to select a lineage that grants fire affinity if his other bloodline is phoenix). The sorcerer gains any bonus spells granted by the innate powers, but does not gain any BCB adjustments or bonuses his innate power would grant.

Bloodline Trait: The sorcerer gains both his chosen bloodline’s bloodline traits; in addition, due to the merging of these traits his appearance becomes more noticeable, but the nature of the traits becomes more muddled; the perception DC to notice the traits is reduced by 2, but the Knowledge DC to identify his bloodlines is increased by 5.

Bloodline Boon: The sorcerer may select bloodline boons from both of his bloodlines, but only gains a bloodline boon at 2nd level and every 6 levels thereafter.

Improved Bloodline Trait: The sorcerer gains both his chosen bloodlines’ improved bloodline traits, but treats his sorcerer level and SPB as 5 lower (minimum 1) for the purposes of determining any effects of his improved bloodline traits.

Emerging Power:  The sorcerer gains one emerging power of his choice; gaining the other bloodline’s emerging power 4 levels later.

Bloodline Senses: The sorcerer gains both his chosen bloodlines’ bloodline senses, but treats his sorcerer level and SPB as 5 lower (minimum 1) for the purposes of determining any effects of his improved bloodline traits.

Greater Bloodline Trait: The sorcerer gains both his chosen bloodlines’ greater bloodline traits, but treats his sorcerer level and SPB as 5 lower (minimum 1) for the purposes of determining any effects of his improved bloodline traits.

Actualized Power: The sorcerer gains one actualized power of his choice; gaining the other bloodline’s emerging power 4 levels later.

Bloodline Aspect: The sorcerer gains both of his chosen bloodlines’ bloodline aspect abilities.

Bloodline Paragon: The sorcerer gains both of his chosen bloodlines’ bloodline paragon abilities.

Bloodline Manifestation: The sorcerer gains neither of his chosen bloodlines’ bloodline manifestations.

Demonic Bloodline
Description: Similar to that of tieflings your heritage involves that of a demonic outsider, 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: 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: 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: 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: 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 use this once per day per 4 sorcerer levels he possesses (minimum 1).

Bloodline Senses: You attain the senses of an outsider, 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 60 feet of the sorcerer, 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: 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: 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: 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: 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: The sorcerer becomes one with his demonic heritage improving his resistances to fire and dark damage to 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 attempt to use his bloodline paragon ability by spending a spell point as a focused attack action rather than as a coup de grace, making a fortitude save attack against the creature on a successful hit. A successful save attack the creature takes 1d4+1 constitution and wisdom drain in addition to the damage of the attack. The sorcerer gains temporary hit points equal to the ability damage done as well as the normal effects of his bloodline paragon ability as long as he retains these temporary hit points; if the creature is instead slain by this effect he gains the normal amount of temporary hit points granted by this bloodline paragon 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: 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: 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: 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:  You learn to access your draconic lineage’s breath weapon. This breath weapon deals 1d8 points of damage of your elemental type 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. This breath weapon is treated as an extraordinary ability. For every 3 levels after 5th the sorcerer may use this an additional time per day but 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.

Bloodline 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: 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: 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: 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: The sorcerer 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.

This ability 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: The sorcerer’s draconic blood becomes fully manifest. The sorcerer gains immunity to paralysis and sleep. In addition your scales become much more resistant to magic granting you 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: 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: 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: 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: The sorcerer’s ability to cleanse instead corrupts. When casting a 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 casing a 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.

Bloodline Senses: 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: 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: 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 they remain 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: 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: The sorcerer embraces the chaotic nature of his 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: 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.

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.