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Alright, so I had some cool ideas for Sorcerer bloodlines, and I will put them online for the world to see. I'll do 2 in the forseeable future, the first is called Nobility and the second is called Valkyrie. I have Nobility created and Valkyrie will be created sometime next week.
Your family can track its heritage back to that of nobility. Whether a lowly lord or baron, or even the king himself. None quite understand where the magic lies within you, but none can deny its power.
Class Skill: Knowledge (Nobility)
Bonus Spells: Shadow Weapon (3rd), Warding Weapon (5th), Twilight Knife (7th), Phantom Chariot (9th), Wreath of Blades (11th), Battlemind Link (13th), Mages Sword (15th), Frightful Aspect (17th), Wooden Phalanx (19th)
Bonus Feats: Combat Casting, Arcane Armor Training, Leadership, Weapon Focus, Skill Focus (Knowledge (Nobility)), Power Attack, Arcane Strike, Flanking Foil, Light Armor Proficiency, Step Up, Following Step
Bloodline Arcana: When you cast a spell with the duration of 1 round/level (D), you add 1 extra round to the duration.
Bloodline Powers: In order to channel the powers of your long lost kinsmen, Strength and Fear must be utilized to their fullest potential.
Martial Law (Ex): As a free action, you may use your Sorcerer level instead of your Base Attack Bonus for attacks, but not for Combat Maneuvers. At 1st level, you may use this 1 + your Charisma Modifier times per day. At 5th, this becomes 3 + your Charisma Modifier. At 7th, this becomes 3 + your Charisma Modifier and your Strength Modifier. At 11th, this ability becomes 5 + your Charisma Modifier and your Strength Modifier.
Royal Decree (Ex): Starting at 3rd level, you reduce your Arcane Spell Failure by 10%. At 7th level, this increases to 20%. This ability stacks with other feats and abilities.
Commanding Presence (Su): At 9th level, you may emit a 30-foot aura of power. Allies that start their turn in the aura gain a bonus to hit and damage equal to your Charisma Modifier or your Strength Modifier, whichever is higher. Emitting this aura is a free action. You may emit this aura for a number of rounds per day equal to your Sorcerer level.
Commander and Chief (Ex): At 15th level, you gain proficiency with all Martial Weapons and Light Armor. If you are already proficient with Light Armor, you gain proficiency with Shields (Excluding Tower shields). If you took Martial Weapon Proficiency before this ability, you may exchange that feat for any Combat feat you meet the prerequisites for. You may do this any number of times equal to the number of Martial Weapon Proficiency feats you took beforehand.
Long Live the King (Ex): At 20th level, you achieve your unalienable right as king. You gain a +6 bonus to your Strength and Charisma, you add your Charisma as a dodge bonus to your Armor Class, you are unaffected by the Disarm maneuver, and you are also immune to Fear and Mind Effecting effects.
All of this is, of course, subject to change. I want to see what peole think about this.

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Class Skill: Ride
Bonus Spells: Mount (3rd), Mount, Communal (5th), Phantom Steed (7th), Ghost Wolf (9th), Mage’s Faithful Hound (11th), Mislead (13th), Mage’s Magnificent Mansion (15th), Discern Location (17th), Overwhelming Presence (19th).
Bonus Feats: Dodge, Combat Casting, Improved Initiative, Iron Will, Lightning Reflexes, Mounted Combat, Reach Spell, Skill Focus (Ride).
Bloodline Arcana: All concentration check’s DCs are reduced by 1 when you are on or within 20 feet of your mount.
Bloodline Powers: The Valkyries are choosers of death, and their powers are hidden within yours.
Disir’s Mount (Su): At 1st level, you gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium sorcerer can select a camel or a horse, but can also select a wolf if you are at least 7th level. A Small sorcerer can select a pony or wolf, but can also select a boar or a dog if you are at least 4th level. This mount functions as a druid’s animal companion, using your sorcerer level as your effective druid level. Disir’s mounts have an Intelligence score of at least 6. At 9th Level, your mount sprouts wings if it cannot already fly, and gains a fly speed of twice its land speed and good maneuverability. If the mount could already fly, its fly speed and maneuverability improve to at least this level.
Light of Norn (Sp): At 3rd level, you can channel as if you were a cleric of equal level, but only to damage an enemy instead of heal. You automatically deal damage, whether or not the enemy is undead or not. At 5th level, you gain Channel Smite as a bonus feat, even if you don’t meet the prerequisites. You may use this feat in any spell that deals damage, but may only use it on one enemy per spell.
Eymili’s Sight (Su): At 9th level, you may cast any Sorcerer spell as if it were affected by the Reach metamagic feat. This does not raise the spell level of the spells, but only for the first increment. You do not need the Reach feat for this ability.
Victory Bringer (Su): At 15th level, whenever you or an ally fell an enemy, you may emit an aura that increases your allies Strength, Dexterity, or Constitution equal to your Charisma modifier. You choose which stat to increase when you emit the aura. This aura lasts for a number of rounds equal to your Charisma Modifier. If an ally leaves the aura, they lose the stat bonuses.
Chooser of the Slain (Su): At 20th level, your true powers have awakened. Whenever an ally or an enemy is felled and you are on or within 20 feet of your mount, for a number of rounds equal to your Charisma Modifier, your Base Attack Bonus acts as if it were Full Bab instead of Half Bab. You also gain a bonus to your Strength, Dexterity, and Constitution equal to the Hit Die of the Felled creature.
I have a few more ideas for bloodlines, so I'll post a few more before I decide to quit this.