God-Touched Bloodline
Your ancestors were important in the Workings of Deities. They may have been mighty clerics, or infamous heretics, they may have simply stumbled into the Divine Flow of the Celestial Cascade by accident. But for whatever reason, they drew the attention of the Gods Themselves, and such interest carries weight. Your blood, your heritage, is seething with the Divine. Whether you are religious yourself, or not, makes no difference. The touch of Divinity is your birthright, like it or not.
Bloodline Skill
A sorcerer with this bloodline gains a bonus Natural Talent in the Knowledge (Religion) skill. Natural talent skills can have any ability modifier added to them, in place of the ability modifier they normally use. In addition, natural talent skills never suffer from an Armor Check Penalty, even if the assigned ability modifier is STR or DEX.
Bonus Spells
Upon gaining a 3rd level in the sorcerer class, and at every odd-numbered sorcerer class level thereafter, the sorcerer's bloodline provides them a bonus spell known, in addition to the spells known granted by the sorcerer class. These bonus bloodline spells do not increase the number of spells the sorcerer may cast per day.
- 3rd: Liberating Command
- 5th: True Strike
- 7th: Admonishing Ray
- 9th: Stricken Heart
- 11th: Accursed Glare
- 13th: Bestow Curse
- 15th: Remove Curse
- 17th: Boneshatter
- 19th: Blood Boil
- 22nd: Dismissal
- 24th: Envious Urge
- 26th: Reverse Gravity
- 28th: Walk through Space
- 30th: Disassemble
- 32nd: Canopic Conversion
- 34th: Wish
Bonus Feats
Upon gaining a 4th level in the sorcerer class, the character may choose one bonus feat from the list below. The sorcerer's bloodline grants them additional bonus feats for every 5 sorcerer class levels beyond 4th (i.e. 9th level, 14th level, 19th level, 24th level, 29th level, and 34th level). In all cases, the sorcerer must meet the prerequisites of the feat in order to select it.
Bloodline Arcana
Sorcerers with the God-Touched bloodline gain a +2 Circumstance bonus to their Armor Class and all their saving throws until the beginning of their next turn, after they cast any spell from their bonus spells list (see above).
Bloodline Powers
Sorcerer bloodlines grant powers to the sorcerer at 1st, 6th, 11th, 16th, 21st, 26th, and 31st sorcerer class levels. These powers are:
- 1st: Wasting Gaze (Su): As a standard action, you can destroy creatures you see. This is a ray attack with a range of 20 feet. If you succeed in your ranged touch attack, your deifically-empowered attention inflicts (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of Radiant (energy, uncommon) damage to all creatures struck. This effect can be mana burned.
- 6th: Touch of Destiny (Su): Once per day, as a free action, you may re-roll a single touch attack roll (melee or ranged). You must use this ability before the results of the roll are resolved. You must use the second result, even if it is worse than the first. You may use this ability a second time per day starting at sorcerer level 15, and a third time per day starting at sorcerer level 30. You may use this more than once in a single round, if you wish, but you may only use it once per touch attack (ie, you can't re-roll a single attack twice, or even three times. Destiny only bends so far, even for you.)
- 11th: Within Reach (Ex): You may make melee touch attacks as if you had a Reach of 1, ie, into squares 1 square further away than adjacent. At sorcerer level 22, this increases to two squares of reach. At sorcerer level 33, it increases to three squares of reach.
- 16th: Fated Stride (Su): You gain the ability to travel across the battlefield by mingling your aura with the closeness to the Divine of severely injured creatures. As an immediate action once per day, you can teleport to an unoccupied square adjacent to any bloodied creature you can see, within 5 feet per sorcerer level you possess. Any enemy creatures adjacent to the square you teleport into take (Circle 6 damage): 1d6+2 points of damage per character level (max 16d6+32 at character level 16) of Radiant (energy, uncommon) damage as you burst into being and shed the Divine Energy that allowed you to move so quickly. Adjacent allied creatures are healed by this energy as if they were affected by a Mass Cure Light Wounds spell. Enemy creatures that make successful Reflex saves against a DC of 10 + half your sorcerer level + your Charisma modifier take half damage. This ability may be Manaburned. (This doesn't affect the healing element, alas.) This ability may be used with Feats that affect dimension door, with the GM adjudicating any unusual circumstances. At 20th level, you can use this ability twice per day. At 30th level, you can use this ability three times per day.
- 21st: Divine Awareness (Ex): You gain a bonus to all your Initiative rolls equal to one third of your Charisma modifier, round down, minimum 1. In addition, you gain a +1 circumstance bonus to all ambush rolls when you are in the ambushing party, and any ambushes attempted against you receive a penalty of -1.
- 26th: Deific Indifference (Su): You gain the ability to ignore some of the rules of reality, chiefly, the effects of gravity. You may use Feather Fall at-will as a free action. Even better, you gain a stronger version of a Greater Climb speed, equal to your current Walk speed. This unique movement type is exactly like Greater Climb, except that you do not need to use a hand and cannot fall, simply by changing how gravity works for you to treat all surfaces able to endure your weight as horizontal. This allows you to stroll around on walls and ceilings with aplomb, which can be disorienting, to put it mildly.
- 31st: Conduit (Su): All spells of any sort that you cast are affected as if they were manaburned with one spell slot, for free. You may shut this off if you wish, but why would you?