
Larcifer |

Ancestral
The spirits of your forefathers and mothers flows within and around you at all times. You may have been born with this ancestral connection, or it may have awakened at a later date due to a heroic deed or stressful situation. Regardless, you are favored by your families deceased, and their collective power courses within your veins.
Class Skill: Knowledge (History)
Bonus Spells: unseen servant (3rd), false life (5th), speak with dead (7th), globe of invulnerability (9th), contact other plane (11th), heroism (13th), banishment (15th), moment of prescience (17th), foresight (19th).
Bonus Feats: Alertness, Arcane Strike, Dodge, Improved Initiative, Quicken Spell, Skill Focus: Knowledge (history), Skill Focus: Knowledge (the planes), Toughness.
Bloodline Arcana: Once per day add a +2 circumstance bonus to any one Knowledge skill check.
Bloodline Powers: You have the power of your collective ancestors surrounding you, and the powers you gain manifest in part to the heroic or dastardly deeds your family members have achieved before your time. You have been selected by these spirits to build upon your family’s greatness.
Touch of the Ancients (su): Starting at 1st level you may touch a creature as a standard action dealing 1d6 points of cold damage +1 for every two caster levels you possess. Creatures damaged by this attack become fatigued for 2 rounds. Once targeted by this touch, creatures are immune to its fatigue effect for 24 hours. You can use this power a number of times per day equal to 3+ your Charisma modifier.
Ancestral Protection (su): Starting at 3rd level, up to a number of times per day equal to your Wisdom modifier, after an attack roll is made against you, but before damage is determined you may grant yourself a concealment bonus (20% miss chance). If the hit is still successful apply damage normally. At 12th level this becomes total concealment (50% miss chance). Any effect that bypasses concealment negates this ability.
Ancestral Guidance (su): Starting at 9th level once per day as a full round action you may call upon your ancestors and roll two dice for any attack roll or skill check and choose either result. At 17th level once per day as a full round action you may roll three dice for any attack roll or skill check and choose either result.
Superior Lineage (ex): At 15th level gain a +4 inherent bonus to your Charisma and a +2 luck bonus to your Armor Class.
Mandate of the Forefathers (su): At 20th level you serve your ancestors and no one else, gain immunity to all charms, compulsions, and morale effects.
Comments?

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So I am interested in more Bloodlines and I am planning on throwing an Ancestral Sorcerer against my players. The only thing I am questioning is the +4 to Charisma, Now as a Sorcerer that is awesome but wouldn't an Ancestor give Wisdom or Intelligence(them giving a permanent insight), Just an observation.

Kylar |

I took a look at what the other Bloodlines had in comparison.
Most of it looks pretty much bang on. The two abilities that seem to have some issues are the 9th and 15th.
9th level - once per day rolling an extra d20 for an attack/skill check as a full round action seems... a tad weak.
Maybe something along the lines of:
9th: Ancestral Wrath - 1/day as standard action you release the anger of your ancestors on those around you. All enemies within 20' of you take 1d6 points of cold damage for every two levels and must make a Will save DC 10 + 1/2 character level + Cha mod or become panicked. Creatures immune to cold still have to check to see if they become panicked. This is a fear effect. At level 17 you can use this ability twice per day.
15th level - stat increase and luck bonus to AC is pretty good. But I think something like below might be more appropriate.
15th: Everwatching Eyes - your ancestors are always looking out for you. Whispering to you, giving you advice on their experiences. You gain the Uncanny Dodge ability similar to a barbarian as you are less likely to be surprised. You also gain a +2 bonus to all skill checks.
Or maybe combining them, +2 stat increase, +1 luck to AC, +1 bonus to skill checks & Uncanny Dodge.
Just some thoughts.

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I might have named this bloodline something like "haunted," Larcifer.
How do you envision Touch of the Ancients working? How would it fatigue creatures without Constitution scores, say, undead? If a target is immune to the fatigue aspect, does it still take cold damage?
Are 20th-Level sorcerers with this bloodline immune to the positive morale benefits of, say, bardic music?