Missing Bloodlines


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Are there any sorcerer bloodlines that you feel are "missing?" Bloodlines that seem obvious to YOU, but are nevertheless not in the core book?

Since Pathdinder's release, I've wondered why there isn't a shadow bloodline and a psionic bloodline. The former is a fantasy staple whereas the latter simply seems like a great and simple way to handle psionics.

Please discuss.

Silver Crusade

Shadow is a neat idea for a bloodline. I believe Paizo has stated that when they do psionics, the Psion will look very much like the sorcerer, but psionic powers are distinct enough that they warrant their own powers list. Cutting psionics down to a single sorcerer bloodline would cause a huge amount of outrage.


An aquatic bloodline would be interesting (descended from merfolk/sea elves/whatever) -- not to be confused with elemental (water) bloodline.

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Wayfinder #1 and Kobold Quarterly #13 both took stabs at the Shadow Bloodline with different results.

Wayfinder #3 did a Psionic Bloodline.

While not Official Paizo Sources, the Advanced Player's Guide will have new Bloodlines available, so I'd wait and see what paizo does in that.


flash_cxxi wrote:

Wayfinder #1 and Kobold Quarterly #13 both took stabs at the Shadow Bloodline with different results.

Wayfinder #3 did a Psionic Bloodline.

While not Official Paizo Sources, the Advanced Player's Guide will have new Bloodlines available, so I'd wait and see what paizo does in that.

I'd like to see the APG's new Bloodlines, most definitely (along with all the other nifty stuff).

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Giant Bloodline. One of your ancestors was the shaman of a tribe of giants.

Bestial Bloodline. You are the descendent of magical experiments crossbreeding animals, magical beasts, and humanoids.

Construct Bloodline. Not truly a bloodline, you gain magical powers by clockwork mechanisms you incorporate into your anatomy.

Fortune Bloodline. Luck and happenstance has resulted in the manifestation of your magical powers.

Noble Bloodline. Your magical powers are due to manifest destiny and your right by blood and the divine to rule.

Cursed Bloodline. One of your ancestors performed an evil deed of epic proportions, forever corrupting your bloodline with foul sorcery.

Divine Bloodline. One of your ancestors dallied with a god or goddess, and the resulting child was a demigod with magical powers.

Heroic Bloodline. One of history's greatest heroes was an ancestor of yours.

Vermin Bloodline. Somehow, one of your ancestors was exposed to all sorts of verminous poisons and diseases while pregnant, resulting in her children possessing magical powers.


SmiloDan wrote:


Construct Bloodline. Not truly a bloodline, you gain magical powers by clockwork mechanisms you incorporate into your anatomy.

I was thinking about the numeria area too -- with that much super science and the magic that's already in galoria I've always thought that numeria would be a great place to have a 'construct' like bloodline to come from.

A genie bloodline and a poison bloodline would be nice.


I'm currently working on a new Spes Magna PDF that will include these bloodlines: Ooze, Plant, Vermin, Aquatic, Divine, Giant, and Psychic. The PDF will also include several new spells and (so far) one new monster. I'm shooting for a release date on or about 4th of July weekend.


Oni bloodline, even though we just got Ogre Mage to go on in pathfinder sofar, you might get some information on Oni from previous editions of D&D.

Shadow Lodge

SmiloDan wrote:
Divine Bloodline. One of your ancestors dallied with a god or goddess, and the resulting child was a demigod with magical powers.

Um... isn't that the Celestial Bloodline?

What about a Mixed Bloodline? With all the different Sorcerers running around, isn't it possible that two of different Bloodline "ejoyed" eachothers company?


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I was hoping for a bit more originality. Many Bloodlines posted so far can be easily duplicated by (or are) existing bloodlines.

SmiloDan wrote:
Giant Bloodline. One of your ancestors was the shaman of a tribe of giants.

Arcane bloodline (history of magical lineage) or Fey bloodline (shamanistic powers).

SmiloDan wrote:
Bestial Bloodline. You are the descendent of magical experiments crossbreeding animals, magical beasts, and humanoids.

Aberrant bloodline.

SmiloDan wrote:
Construct Bloodline. Not truly a bloodline, you gain magical powers by clockwork mechanisms you incorporate into your anatomy.

An interesting idea.

SmiloDan wrote:
Fortune Bloodline. Luck and happenstance has resulted in the manifestation of your magical powers.

Destined Bloodline (emphasize luck) or Arcane Bloodline (emphasize power).

SmiloDan wrote:
Noble Bloodline. Your magical powers are due to manifest destiny and your right by blood and the divine to rule.

Destined Bloodline (emphasizes destiny) or Celestial Bloodline (emphasizes divine right).

SmiloDan wrote:
Cursed Bloodline. One of your ancestors performed an evil deed of epic proportions, forever corrupting your bloodline with foul sorcery.

Now, this is a bloodline I think can stand on its own. It can also be represented by a host of other bloodlines such as the Aberrant, Abyssal, Infernal, or Undead Bloodlines.

SmiloDan wrote:
Divine Bloodline. One of your ancestors dallied with a god or goddess, and the resulting child was a demigod with magical powers.

Celestial Bloodline (perhaps Abyssal or Infernal if the god was evil).

SmiloDan wrote:
Heroic Bloodline. One of history's greatest heroes was an ancestor of yours.

Destined Bloodline.

SmiloDan wrote:

Vermin Bloodline. Somehow, one of your ancestors was exposed to all sorts of verminous poisons and diseases while pregnant, resulting in her children possessing magical powers.

Aberrant Bloodline, possibly reflavored Undead bloodline.

Dragonborn3 wrote:
What about a Mixed Bloodline? With all the different Sorcerers running around, isn't it possible that two of different Bloodline "ejoyed" eachothers company?

I'd say either an Aberrant Bloodline (when mixing doesn't go well) or an Arcane bloodline (when it goes extremely well).

Shadow Lodge

What about Ooze?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Dragonborn3 wrote:
What about Ooze?

Aberrant.


I like Bestial as a separate bloodline, but I'd call it Lycanthrope. While the concept falls generally under Aberrant, powers would include gaining animal features (and you wouldn't get black tentacles as a spell, more likely Beast Shape). This could also represent children of animals that used magic to become human.

For Giant, while Fey works sorta... Look at a Cloud or Storm giant. Does any of the powers gained by a Fey bloodline sorc apply if they have Storm giant blood in their veins? Spells would include Giant Form, Enlarge Person, and maybe some abilities like the goliaths from Races of Stone got.

A Vermin (or Plague) bloodline, would not get the immunity to critical hits that an aberrant bloodline sorc got. (Unless you used the swarm of rats under his skin theory.) Likewise spell resistance, the stretching, makes little sense if you are infused with disease. Undead fits closer, although, the touch attack might cause sickening (with no ability to magnify it with a second attack). Still, there are a lot of other powers that could fit this better.

I would agree that a Construct "Bloodline" is a cool idea. Either as an awakened creation (like a warforged became human enough to have offspring), or an ongoing experiment that slowly replaces you with more of an alchemical construct. (Like a half-golem, only you're gradually replacing yourself.)

And my own suggestions:

Astral/Ethereal Bloodline: You have Gith or similar blood, or your parents/ancestors were natives of the other "in between" planes. Similar to elemental, but again, the powers and spells would be completely different.

Dreamer Bloodline: An illusion based bloodline that causes what you imagine to take form.

Child Savant: Without the need for instruction, a child could be a powerful sorcerer. They might even stop aging, never growing up. This could be similar to Fey, but might have the potential to stand on it's own.


What about Bloodlines based upon specific entities or concepts, such as the Four Horsemen of the Apocalypse, or Seven Deadly Sins (or Seven Virtues)? I'm positive I saw a series of Dragon Magazine articles about cleric domains based on the Seven Deadly Sins/Virtues.


A god is not the same thing as a celestial. I think Divine Bloodline could work on it's own, personally.

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I think this fits the Giant bloodline better than the fey....

Giant Bloodline

Bonus Class Skill: Survival.

Bonus Feats: Endurance, Extend Spell, Great Fortitude, Improved Bull Rush, Intimidating Prowess, Point Blank Shot, Power Attack, Toughness.

Bonus Spells:
3rd: Enlarge Person
5th: Bull's Strength
7th: Heroism
9th: Divine Power
11th: Righteous Might
13th: Transformation
15th: Giant Form I
17th: Giant Form II
19th: Meteor Swarm

Bloodline Powers:

1st. Summon Boulders (Su). As a standard action, you can summon and throw a boulder with range increment of 30 feet. Its base damage is 1d6 + your Strength modifier, but its base damage die increases if you increase in size. Your summon boulder base damage increases by 1 die category to 1d8 at 15th level when you gain the Powerful Build bloodline power, and to 2d6 at 20th level when you gain the Giant Size bloodline power. A summoned boulder disappears after 1 round whether you throw it or not.

3rd. Arcane Combatant (Ex). You add your caster level to your Combat Maneuver Bonus and Combat Maneuver Defense.

9th. Giant Strength (Ex). You gain a +2 inherent bonus to Strength. This increases to +4 at 13th level and +6 at 17th level.

15th. Powerful Build (Ex). As you grow in arcane might, you also physically grow in size, to the upper limits of your size category. You are considered 1 size category larger than you are if that would be advantageous. You can wield weapons that are sized for creatures 1 size category larger than you without penalty. Your reach and spacing is unaffected.

20th. Giant Size (Ex). As you approach the peak of arcane power, your physical size also grows immense. Your height doubles, your weight increases by a factor of 8, and your size category increases by one. If you were originally Medium Sized, you take a -1 size penalty to attack rolls and AC, gain +8 to Strength, -2 to Dexterity, +4 to Constitution, +3 to Natural Armor, and +10 feet to speed. You also gain Lowlight vision. Giant Size stacks with your Powerful Build bloodline power.

Dark Archive

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With a little tweaking, you can mess with the current Bloodlines to shape them more in the direction you want.

For instance, not all Aberrations have anything to do with Acid, so swapping out Acidic Ray is a no-brainer to simulate a Sorcerer whose Aberrant taint comes from a sound-emitting, space-distorting, flesh-warping, mind-blasting, etc. Aberration.

Aberrant (replaces Acidic Ray)
Cry from Beyond (Sp): As a standard action you can unleash a resonating pulse of sound from deep within your belly that inflicts 1d6 nonlethal sonic damage to a single target within 30 ft. Any foe damaged by this effect will also be sickened for 1 round. Outsiders, Constructs, Undead and Elementals are not affected by the sickened condition, but still take the damage. Oozes, Aberrants, Plants, etc. are affected normally. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Aberrant (replaces Acidic Ray)
Slashing Tendrils (Ex): At 1st level, you can cause your fingers to become slashing tendrils as a free action. These tendrils are treated as natural weapons allowing you to make two attacks as a full attack action. These attacks inflict 1d4 points of slashing damage each (1d3 for a Small user). You do not add (or subtract) your Strength modifier from these attacks. At 5th level, these tendrils are considered magic weapons for the purposes of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small) and their critical threat range increases to 19-20/x2. At 11th level, these tendrils fold upon themselves spatially to either function as if they possessed the ghost touch property, or to bypass physical armor, requiring only a touch attack to inflict damage (choose one at the moment of attack). This is a supernatural ability. You can use these tendrils for a number of rounds per day equal to 3 + your Charisma modifier.

Aberrant (replaces Acidic Ray)
Warping Touch (Sp): At 1st level, you can cause another creature to become nauseated for a single round with a melee touch attack as their body warps and shudders around them. This effect does not affect Constructs, Undead, Oozes or Elementals. You can use warping touch a number of times per day equal to 3 + your Charisma modifier.

Aberrant (replaces Acidic Ray)
Mind Scream (Sp): At 1st level, as a standard action, you can generate a stunning blast of mental energies that hits a single target within 30 ft. automatically, inflicting 2d6 nonlethal damage +1 hit point per 2 class levels. This is treated as a mind-affecting effect, and cannot harm most constructs, oozes, plants, undead or vermin. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

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Beastly Bloodline

Bonus Class Skill: Handle Animal

Bonus Feats: Alertness, Extend Spell, Great Fortitude, Lightning Reflexes, Multi-attack, Toughness, Weapon Finesse, Weapon Focus (claw, bite, or some other natural weapon).

Bonus Spells:

3rd: Magic Fang
5th: Barkskin
7th: Beast Shape I
9th: Beast Shape II
11th: Beast Shape III
13th: Beast Shape IV
15th: Greater Polymorph
17th: Animal Shapes
19th: Shapechange

Bloodline Powers:

1st: Beastly Attacks (Ex). 2 primary Claw attacks and 1 secondary Bite Attack for 1d6 + Str bonus damage (1d4 if Small). At 5th level, they overcome DR as if silver. At 7th level, their damage increases to 1d8. At 11th, their damage increases to 2d6.

3rd: Beastly Hide (Ex). Your natural armor increases by +1. At 7th, it increases to +2. At 11th it increases to +3, at 15th it increases to +4, and at 19th it increases to +5. This is an actual increase to the beastly sorcerer's natural armor, so the enhancement bonus from Barkskin spells and the like stack with it.

9th: Beastly Transformation (Su). When you are the target of a spell of the Polymorph sub-school, your Strength, Dexterity, and Constitution scores increase by an additional +2. At 13th level, they increase by an additional +4, and at 17th level they increase by an additional +6.

15th: Enhanced Critical (Ex). Your natural attacks, including your Beastly Attacks bloodline power and any natural attack you gain from a spell of the Polymorph sub-school, gain a threat range and critical multiplier of (18-20/x3).

20th: Beastly Apotheosis (Su). You gain DR 10/silver, Darkvision 60 feet and Low-light Vision. Once per night, you can howl at the moon, gaining the use of Greater Shout.


Chaotic Bloodline: Bloodline tied to a primal force of Chaos.

Lawful Bloodline: Bloodline tied to a primal force of Law.

Ooze Bloodline: ..um, your anecstors *really* liked oozes? o_o Something distinct from Aberrant bloodline, akin to the 3rd Edition Ooze Lord PrC in theme/flavour.

Plant Bloodline: Treant/Some form of living plant.

Doppelgänger Bloodline: ...as it says on the tin.

Ghoul Bloodline: Your ancestors enjoyed having people round for dinner..


@set I like what you have there, I suggest replacing the placement of the tendrils to something hideous like eyeballs instead of fingers :P

@smillodan The first level power for your beastly bloodline kicks the crap out of the claws power from abyssal/draconic (just an FYI, I realize that is not a set in stone, send it to the publisher kind of thing you wrote) if only they made the claws at will!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
BenignFacist wrote:

Chaotic Bloodline: Bloodline tied to a primal force of Chaos.

Lawful Bloodline: Bloodline tied to a primal force of Law.

Ooze Bloodline: ..um, your anecstors *really* liked oozes? o_o Something distinct from Aberrant bloodline, akin to the 3rd Edition Ooze Lord PrC in theme/flavour.

Plant Bloodline: Treant/Some form of living plant.

Doppelgänger Bloodline: ...as it says on the tin.

Ghoul Bloodline: Your ancestors enjoyed having people round for dinner..

This is a direction that I DON'T think bloodlines should take. Bloodlines are made magical in large part because they stem from extremely powerful magical creatures such as outsiders, elementals, and dragons.

Oozes, Plants, Ghouls, and Doppelgangers aren't any more magical than humans. As such, I will never see them as a good fit.


Ravingdork wrote:

Are there any sorcerer bloodlines that you feel are "missing?" Bloodlines that seem obvious to YOU, but are nevertheless not in the core book?

Since Pathdinder's release, I've wondered why there isn't a shadow bloodline and a psionic bloodline. The former is a fantasy staple whereas the latter simply seems like a great and simple way to handle psionics.

Please discuss.

I like the idea of a Psionic bloodline but throwing everything that is the awesomeness of psychics into a single bloodline would make me rage. Im already a bit angry that after 4 editions (2nd, 3.0, 3.5 and now Pathfinder) psychics arent core material but thats another discussion.

I mentioned awhile ago that I would like to see more cross planar bloodlines. We got infernal and demons as well as celestial but I want bloodlines that encompass all the alignment spectrums and their paragon races. So bloodlines to show a person is descended from Azata, Archans, Agrothians, Daemons, Slaadi or some other chaos paragon race, Modrons/inevitables or some other lawful paragon race, and last but not least Rilmani or some neutral paragon race

Another interesting one would be a bloodline based around Positive energy beings like Ravids, its themes being mixed with life preservation and creation. While were on that note, if we do positive energy bloodlines then we should also do one negative energy too. That would focus on entropy and destruction

As to other ideas, I love the idea of a cursed, Astral/ethereal, and Doppelganger or just shapechanger bloodlines. However with a lot of what Im seeing people are just taking creatures and saying you can do a bloodline out of them. I think I need to point out that bloodlines revolve around supernatural or innately magical creatures. Arcane and Destined being exceptions to that general rule, but if you want to make an exception to the rule then its best to base them around an idea or philosophy of some kind. Going by that logic a Dream/Nightmare based bloodline could work


Shadewest wrote:
Shadow is a neat idea for a bloodline. I believe Paizo has stated that when they do psionics, the Psion will look very much like the sorcerer, but psionic powers are distinct enough that they warrant their own powers list. Cutting psionics down to a single sorcerer bloodline would cause a huge amount of outrage.

Actually, they have said simply that they have no plans at present. If they do psionics it would be at least in part to win over the substantial numbers of psionics-lovers to Pathfinder. You won't do that by making the psion into a sorcerer. On the flip side, they don't want to have to include the huge changes in the system that would be required by using the 3.5 based system. It's a catch 22 situation, so they will probably wait and see how the DSP psionics takes off for Pathfinder and take a decision from there.


All that said, I for one wouldn't mind seeing a 'psychic' bloodline. I think there is room for it, even with the 3.5 psionics system.


I would disagree that Doppelgängers are not more inherently magical than humans. Still, I don't think Greater Doppelgängers were reprinted in 3rd ed. I don't remember their stats off the top of my head, but they gained upwards of 8th level class abilities of people they shapeshifted into. While the dopplegangers from Races of Destiny are powerful, they aren't what Greater Doppelgängers were.

So, a bloodline based on powerful shapeshifters (Say a Wizard 5/Rogue 5/Chameleon 10 doppleganger, or a Great Doppleganger who had absorbed the abilities of several high level spellcasters) is no different than having magic because your ancestor was a powerful wizard.

Another idea, which Pathfinder can't really do as Mind Flayers are owned by WotC, would be someone implanted with a larvae who did not change into a mind flayer, but instead gained powerful magics (might make a better psionic idea). So, someone who gains power because they have a magic parasite trying to take them over, but they refuse to go quietly.
This fits the Cursed Bloodline that was mentioned before.

I like the idea of positive energy infused bloodlines. I think the Undead Bloodline fits as a negative energy charged bloodline though.


I do agree that Oozes just aren't inherently magical enough to spawn a bloodline. And Ghouls aren't really different enough to warrant being separate from the Undead bloodline. This is one reason I suggested a Plague bloodline instead of a vermin one.

Having someone be related to an Inevitable (Powerful Lawful Outsider) would allow for a person to be part clockwork without having to have higher technology.

With the loss of Githyanki (stupid copyright), are there other powerful inhabitants of the Astral plane?

Plants depends entirely on the plant. Nothing in D&D that I'm aware of is really on par with say the Forest from "Origin: Spirits of the Past".

It is possible that some very powerful beings have sorcerous bloodlines that serve them. Like the previously mentioned Forest. Those would have to be campaign specific, so might be best represented by traits that swap out one or two bloodline powers or spells.

For example, a powerful lich who rules a land may have descendants with the arcane bloodline that get Animate Dead instead of Overland Flight and Grave Tough instead of Arcane Bond. Again, a possible idea for campaign traits to enhance what bloodline options are available that doesn't require more bloodlines.

Dark Archive

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It's the Spider-man bloodline!

Aranea Bloodline

Through some unwholesome experimentation you try your best not to think about, the alien qualities of the spiderfolk have become interwoven with your blood and soul.

Class Skill: Climb.

Bonus Spells: charm person (3rd), web (5th), hold person (7th), black tentacles (9th), dominate person (11th), veil (13th), mass hold person (15th), screen (17th) and mass hold monster (19th)

Bonus Feats: Agile Maneuvers, Improved Grapple, Improved Initiative, Iron Will, Skill Focus (climb), Spell Focus (enchantment), Spell Focus (illusion), Weapon Finesse

Bloodline Arcana: Whenever you cast a spell of the Enchantment or Illusion schools, you are treated as if being both one caster level and one Hit Die higher than you are. Whenever you cast a spell with the Fire descriptor, you reduce your caster level by one (which, at 1st level, makes you incapable of casting burning hands, for instance). Additionally, your mind-affecting spells function unimpeded on mindless spiders, but not only any other sort of mindless vermin.

Bloodline Powers: The alien traits nesting within your flesh continue to grow as your magical talents expand, resulting in several arachnid abilities.

Ensnaring Web (Sp): Starting at 1st level, you can take a standard action hurl a tangled mass of spider web at a single target within 30 ft. as a ranged touch attack. This is similar to an attack with a net, and is effective against targets up to size Large. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + ½ your Sorcerer level + your Charisma modifier. Attempts to burst a web by those caught in it suffer a -4 penalty. You can throw webbing in this manner a number of times per day equal to 3 + your Charisma modifier.

Arachnid Physiology (Ex): At 3rd level, your body undergoes subtle changes that are not distinctive enough to warrant attention, but combine to give you a +2 bonus to Perception checks, +1 Natural Armor and a Climb Speed equal to half ground move (like all creatures with a Climb speed, you gain a +8 racial bonus to Climb checks and can always take 10 on a Climb check, even if threatened or distracted).

Venomous Bite (Ex): At 9th level, you gain the ability to make a poisonous bite attack that counts as an armed attack and inflicts 1d6 piercing + ½ Str bonus as a secondary weapon at -5 to hit or 1d6 P + 1.5x Str bonus as a primary attack at your full attack bonus.
Poison (Ex) Bite - injury; save Fort DC (10 + your Cha modifier + ½ your Sorcerer level); frequency 1/round for rounds equal to your Charisma modifier; effect 1d2 Strength damage; cure 1 save. You can make this attack Cha mod + 3 times / day. This venom cannot be extracted for other usage, and your venom-dripping mandibles only appear during these attack actions, otherwise melting away into your regular facial features.

Call of the Web (Sp): At 15th level, you gain the ability to use summon monster VII as a spell-like ability to summon a single Bebilith and to cast summon monster V to summon 1d4+1 Giant Spiders as a spell-like ability a number of times equal to your Charisma modifier +3. You add your Charisma modifier to your caster level to determine the duration of these spell-like abilities, and the creatures summoned follow your mental commands, even if you do not share a language with them. These spell-like abilities require a Standard action to evoke, and you only require a free action to mentally command these creatures.

Metamorphosis (Su): A 20th level, your transformation is complete, and while you still appear as your previous race, your solid black eyes grant you 60 ft. darkvision and low-light vision, and the change to your body and soul confer a +2 inherent bonus to both Dexterity and Charisma. At will, as a standard action, you can Change Shape into an Aranea (+4 Dex, +4 Con, web) or Giant Spider (+6 Dex, +2 Con, web), and the webbing you produce in these forms does not decay like that of your Ensnaring Webs. You become immune to spells like charm person, dominate person and hold person, as if you were a Monstrous Humanoid (but do not gain other benefits of that creature Type), and you can choose to return to your own form, ending any unwanted polymorph effect, such as from a baleful polymorph or polymorph any object spell, upon yourself as a free action on your turn.

Shadow Lodge

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There is little in the sorcerer section that says your ancestry determines the bloodline you choose for the character, and you can fluff your way around the need for a blood-relation of any sort..

Bloodlines, for easy fluff reference:
The PRD wrote:

Sorcerer Bloodlines

The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.

Aberrant
There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

Abyssal
Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.

Arcane
Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Celestial
Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

Destined
Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.

Draconic
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Elemental
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.

Fey
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.

Infernal
Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.

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.

Let's look at the first two bloodlins, Aberrant and Abyssal, as examples.

Aberrant says you have some sort of "taint" in your blood, not that Grandma had a questionable relationship with a creature of the Abberation type in her younger years. Maybe you survived an encounter with a Mind Flayer, despite the fact it almost got your brain. Or, if you're in a core PF game, Aboliths have Mucus Cloud and Slime(eww).

Abbysal says a demon spread it's "filth" in your family tree a few branches ago. Looking at Demons, I can see few ways the "filth" got in, and none(except for one) involve a bedroom. Babua: Protective Slime, Balor: Death Throes, (possibly)Dretch: Stinking Cloud spell-like ability, Glabrezu: Someone made a badly worded wish..., (possibly) Hesrou: Nausea, Nabusa: It gaze attack, Nalfeshnee: Unholy Nimbus, Quasit: Daddy had a Familiar, Shadow Demon: Magic Jar(even for a little bit), Succubus: This one probably involved some bed rest, Vrock: Breathing in those Spores can't be good.

Draconic says you have a Dragon as an ancestor(doesn't mean you've got a blood-tie though, you may have been adopted), Arcane says you come from a family of wizards(but that doesn't mean your sorcery is genetic. You may have grown up in a family that wasn't quite right, like the Harpells), Celestial has a "blessing" on your bloodline, Elemental can be anything(from living through a fire or a tornado/storm to swimming in a lagoon that connects to the Elemental Plane of Water to being a Dwarf), Fey could mean you were raised by/are a gnome or you saved a Dryad's tree from being cut down, and Undead says you could have been born dead(no genetics needed).

The way a Sorcerer got his power is pretty versatile in my opinion.


Lazarus Yeithgox wrote:
I do agree that Oozes just aren't inherently magical enough to spawn a bloodline.

That depends entirely on the fluff text. I think that any world that includes Jubilex, Azathoth, and shoggoths could provide the necessary rationale.


Set wrote:

It's the Spider-man bloodline!

Aranea Bloodline

OOh! Me like!


Ravingdork wrote:
BenignFacist wrote:

Chaotic Bloodline: Bloodline tied to a primal force of Chaos.

Lawful Bloodline: Bloodline tied to a primal force of Law.

Ooze Bloodline: ..um, your anecstors *really* liked oozes? o_o Something distinct from Aberrant bloodline, akin to the 3rd Edition Ooze Lord PrC in theme/flavour.

Plant Bloodline: Treant/Some form of living plant.

Doppelgänger Bloodline: ...as it says on the tin.

Ghoul Bloodline: Your ancestors enjoyed having people round for dinner..

This is a direction that I DON'T think bloodlines should take. Bloodlines are made magical in large part because they stem from extremely powerful magical creatures such as outsiders, elementals, and dragons.

Oozes, Plants, Ghouls, and Doppelgangers aren't any more magical than humans. As such, I will never see them as a good fit.

..aah ya see, they're *extremely powerful magical variants/representitives* of Law/Chaos/Oozes/Plants/Doppelgänger!

My take on Bloodlines is that I believe *extremely powerful magical creatures* should/could/would create bloodlines from whatever beastie/monster/creature/force they require/desire.

Ok ok, since the technicalities of how the bloodline is actually formed are vague, how about a Tarrasque bloodline?

...

Aaaaah goooo on *-*

:)

RPG Superstar 2012 Top 32

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Dabbler wrote:
Set wrote:

It's the Spider-man bloodline!

Aranea Bloodline

OOh! Me like!

Here's what I made up!

Aranea-blooded

Bonus Skill: Climb

Bonus Spells:
3. Disguise Self
5. Web
7. Poison
9. Giant Vermin
11. Insect Plague
13. Eyebite
15. Forcecage (Forceweb)
17. Temporal Stasis (Cocoon)
19. Weird

Bonus Feats: Ability Focus--Poison, Exotic Weapon Proficiency--Net, Improved Initiative, Iron Will, Silent Spell, Skill Focus--Climb, Still Spell, Weapon Finesse.

Bloodline Powers:

1. Poisonous Bite (Ex). You gain a poisonous bite attack that deals 1d6 points of damage plus 1 1/2 times your Strength bonus. In addition, each round, it causes 1d3 points of Strength damage if a Fortitude Save with a DC of 10 + 1/2 your caster level + your Constitution modifier. The poison persists for 1 round plus 1 round for every 3 caster levels you possess.

3. Climb Speed (Ex). You gain a climb speed equal to your normal land speed. You gain a +8 racial bonus on Climb skill checks, and you retain your Dexterity bonus to AC (if any) when using the Climb skill.

9. Alternate Form (Su). As a full round action, you can change into a Medium sized spider once per day. You remain in the spider form until you spend a full round action to return to your normal form. You retain your Poisonous Bite and Climb Speed. You gain a speed of 50, a Natural Armor bonus of +1, +4 to Dexterity, and +4 to Constitution when in your spider form. You can cast spells in your spider form, but if they require Verbal, Somatic, and/or Material components, you must use the Silent Spell, Still Spell, and/or Eschew Materials feats to compensate. At 13th level, you can transform into a spider twice a day. At 17th level, you can transform into a spider 3 times per day.

15. Death Swarm (Su). If you are reduced to 0 hit points or less, you collapse into a
swarm of spiders as an immediate action. You gain 2d8 hit points, and you take on the physical characteristics of a Spider Swarm until you rest for 8 hours or receive magical healing of any kind, at which point you return to your normal form.

20. Aranea Apotheosis (Su). You gain immunity to poison. You gain darkvision with a range of 60 feet, low light vision, and tremor sense with a range of 30 feet. You can use Alternate Form at will, or change into a swarm of spiders at will. You may also take on a form identical to a Bebelith, becoming size Huge and gaining +18 to Strength, +2 to Dexterity, +16 to Constitution, +13 Natural Armor, a speed of 40, a primary bite attack for 2d6 points of damage + your Strength bonus, and 2 secondary claw attacks for 2d4 points of damage + 1/2 your Strength bonus. You can speak and cast spells as normal in your Bebelith form.


just for clarification is that supposed to be araCHnea or was that intentional?

Dark Archive

Icarus Pherae wrote:
just for clarification is that supposed to be araCHnea or was that intentional?

Aranea is the name of a shapeshifting arachnid / humanoid that specializes in sorcery related to mind control and illusion.

As an innately sorcerous and magical shapeshifting critter that spends a lot of time in human form, it seemed like a fun choice to use as the basis of a Sorcerer Bloodline.

Although, in my case, it was mostly an excuse to have a Sorcerer that shot webs from his hands. :)

RPG Superstar 2012 Top 32

Set wrote:
Icarus Pherae wrote:
just for clarification is that supposed to be araCHnea or was that intentional?

Aranea is the name of a shapeshifting arachnid / humanoid that specializes in sorcery related to mind control and illusion.

As an innately sorcerous and magical shapeshifting critter that spends a lot of time in human form, it seemed like a fun choice to use as the basis of a Sorcerer Bloodline.

Although, in my case, it was mostly an excuse to have a Sorcerer that shot webs from his hands. :)

Yeah, those webshooters are so much cooler than the lame bite attack I gave my version!

Maybe there should be a feat that lets you use them to use the Pull and Push monster abilities. Sooooo cooooool!!!!!!!

Sovereign Court

Lazarus Yeithgox wrote:

I would disagree that Doppelgängers are not more inherently magical than humans. Still, I don't think Greater Doppelgängers were reprinted in 3rd ed. I don't remember their stats off the top of my head, but they gained upwards of 8th level class abilities of people they shapeshifted into. While the dopplegangers from Races of Destiny are powerful, they aren't what Greater Doppelgängers were.

So, a bloodline based on powerful shapeshifters (Say a Wizard 5/Rogue 5/Chameleon 10 doppleganger, or a Great Doppleganger who had absorbed the abilities of several high level spellcasters) is no different than having magic because your ancestor was a powerful wizard.

Another idea, which Pathfinder can't really do as Mind Flayers are owned by WotC, would be someone implanted with a larvae who did not change into a mind flayer, but instead gained powerful magics (might make a better psionic idea). So, someone who gains power because they have a magic parasite trying to take them over, but they refuse to go quietly.
This fits the Cursed Bloodline that was mentioned before.

I like the idea of positive energy infused bloodlines. I think the Undead Bloodline fits as a negative energy charged bloodline though.

Greater Dopplegangers are in Monsterous Compendium Monsters of Faerun 3rd ed

Dark Archive

Dragonborn3 wrote:

There is little in the sorcerer section that says your ancestry determines the bloodline you choose for the character, and you can fluff your way around the need for a blood-relation of any sort..

** spoiler omitted **

...

I like the way you think, Sir! =)


Lazarus Yeithgox wrote:


I like the idea of positive energy infused bloodlines. I think the Undead Bloodline fits as a negative energy charged bloodline though.

I will have to disagree due to my philosophy on the undead and the natural order of the world. You will notice Im using 2nd edition cosmology here because its just the best one. Anyway, the inner planes are the strongest representations of their element/energy in existance. They are wholly natural representations of the natural world when taken to the extreme and when the other elements are removed (in the case of the prime elemental/energy planes) or when elements/energy are mixed together (in the case of paraelemental and quasielemental planes).

Since undead are closely tied to the negative energy plane they are seen as natural denizens of the plane and thus have a place in the natural world but at the same time D&D and Pathfinder (or more specifically the religions involved in both) often point out that undead are unnatural abominations to the cycle of life. This creates an interesting philosophical paradox of what is and is not natural in the cosmology.

Most people would think it has to be one or the other but I think there is a third option, that option being that undead (like normal life) are mutable. Able to draw power from negative and positive planes at once but then there's the age old argument of why does negative energy help undead and positive energy harm them? The answer is because they need negative energy to sustain themselves while positive energy is only used in the beginning when the creature is created (remember positive energy is centered around creation). Undead are the exact opposite of human life and while we need positive energy throughout our lives we only need negative energy (entropy and decay) when we die. Undead work the opposite, they need negative energy to survive and they need positive energy when theyre created. Due to that philosophy of undead being mutable to the two different energies (something humans share with them) I surmize that they may be natural creatures but because of their mutable nature can not fully represent an inner plane. They exist there only because its the most comfortable for them

Since, due to my philosophy, undead do not represent what negative energy is then Im also unwilling to accept undead and negative energy bloodlines being the same thing

Shadow Lodge

Jason Beardsley wrote:
Dragonborn3 wrote:

There is little in the sorcerer section that says your ancestry determines the bloodline you choose for the character, and you can fluff your way around the need for a blood-relation of any sort..

** spoiler omitted **

...
I like the way you think, Sir! =)

Thank you, I do tend to have my moments! (^-^)


Windcaler: How would you change the Undead Bloodline to fit with your philosophy? What powers of the bloodline no longer fit when you look at undead as natural mirrors of humanity?

I agree with your interpretation, and in my world not all undead have to be evil (not that it is common knowledge). Yet, all of the powers still seem to fit to me, because all of the powers are powers you gain from negative energy. The difference between someone having grave touch because they are like undead, and having grave touch because they are channeling negative energy is minimal at most.

As for the mutability, I do like Deathless, and have used them in a custom campaign. But they're only really prevalent in Eberron.

RPG Superstar 2015 Top 8

Lycanthropic/Were-bloodline: One of your ancestors was a werecreature, and the influence of the moon runs in your veins.

Don't have time to fully stat it out, but something along the lines of:

Class Skill: Survival

Bonus Spells: Various transmutations, like Alter Self, and things that enhance perception.

Bonus Feats: A few metamagic spells mixed with some close melee boosters.

Bloodline Arcana: Probably something to do with boosting yourself when polymorphing yourself?

Bloodline Powers:

Something resembling Lycanthropic Empathy (the trait lycanthropes have).

The ability to grow claws and have a bite attack

Maybe a small stat boost and natural armor boost (str for werebear descendant, dex for wererat descendant, con for werewolf descendant?)

The ability to turn into a wolf/dire wolf, as Beast Shape I/II/III. (Or other single creature, whatever your bloodline is from)

Capstone would be something along the lines of gaining DR something /silver amongst other things.

I would also suggest perhaps that if the Lycanthropic sorcerer gains the curse of lycanthropy, they do not lose their cha bonus when they shift. I thought about making them able to control transformation, but I think that would be too abusable in the hands of the wrong players.


Nobody mentioned the Sorcerer Bloodlines on the Pathfinder Database?

Or this one: http://www.pathfinderdb.com/character-options/class-options/170-sorcerer-bl oodline-psionic

Shadow Lodge

Pathfinder Database Pimp wrote:
Nobody mentioned the Sorcerer Bloodlines on the Pathfinder Database?

*raises claw*

I mentioned my Ooze Bloodline.

Scarab Sages

I want a bloodline powered by the power of Law / Order. I want it to be based on Runic / Truename magics (i.e. lawful magic without having to be made out of gears.)


Lazarus Yeithgox wrote:

Windcaler: How would you change the Undead Bloodline to fit with your philosophy? What powers of the bloodline no longer fit when you look at undead as natural mirrors of humanity?

I agree with your interpretation, and in my world not all undead have to be evil (not that it is common knowledge). Yet, all of the powers still seem to fit to me, because all of the powers are powers you gain from negative energy. The difference between someone having grave touch because they are like undead, and having grave touch because they are channeling negative energy is minimal at most.

As for the mutability, I do like Deathless, and have used them in a custom campaign. But they're only really prevalent in Eberron.

I dont think I would change any of it. The creation of other undead and the sapping of life whether its in the form of stat drain and level loss is thematic for undead. So spells with those themes make sense.


Speaking of bloodlines, the In One's Blood Preview will soon be available for free download at the Spes Magna store here at Paizo.com.

Silver Crusade

I have to agree with ravingdork. It seems people are thinking of what kind of "theme" would be good for powers and spells, but I think of bloodline as much more than that. They are supposed to represent where you got your power, not just what kinds of powers you have. Like was said before, I don't think there is something about oozes that would cause people generations later to be able to cast magical spells. Nor do I see anyone making a pact with an ooze. Same thing with Plant, etc. I think there need to be more that just "power flavor" to have a bloodline, but that is just my opinion.

I wonder if there should be a prestige class, or even a core class for people that just want a central theme for abilities. Like a "tainted" class, and have your abilities be determined by what you are tainted by, rather then try to fit a creature into a bloodline, that really dosen;t have much to do with the sorc's main ability. Spellcasting.


Just to mention, 4 Winds Fantasy Gaming's "Book of Arcane Magic" featured a Bestial bloodline, Mixed Bloodline, Divine Bloodline, Lycanthropic Bloodline, among others.


noretoc wrote:
I have to agree with ravingdork. It seems people are thinking of what kind of "theme" would be good for powers and spells, but I think of bloodline as much more than that. They are supposed to represent where you got your power, not just what kinds of powers you have. Like was said before, I don't think there is something about oozes that would cause people generations later to be able to cast magical spells. Nor do I see anyone making a pact with an ooze. Same thing with Plant, etc. I think there need to be more that just "power flavor" to have a bloodline, but that is just my opinion.

And it's a perfectly wonderful opinion. In general. The key here is what works in *your* campaign. That key won't fit every lock out there.

For example, my Pathfinder campaign includes an entity called the Tangled Lady, a sort of quasi-goddess whose presence in the current campaign area cannot be ignored. She is intimately connected to plant growth, the weather, good crops, et cetera, and locals stay in her good graces, in part, by providing her with a consort, who goes to live with her whereever it is she lives.

In my campaign, thus, there is built-in justification for something like a Plant bloodline. Will this fly in everyone's campaign? Obviously not. Is that any reason for me to not develop a Plant bloodline and offer it to others who might be able to use it? Obviously not.

For me, that's the important point. House rules and 3rd PP material aren't meant for everyone. They don't rise to the level of core, and aren't expected to. Instead, they are options, and more options are better than fewer.

:)

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