Pyretic Bloodline
Your ancestors forged a long and fruitful relationship with the Universal Fire. That dancing force, beauty and destruction, consumption and release, change and dissemination, now flows through your veins like the essence of life itself. Your blood is charged with the One True Flame, eagerly waiting for you to breathe life into it and let it free.
Bloodline Skill
A sorcerer with this bloodline gains a bonus Natural Talent in the Intimidate 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: Burning Hand of the Magus
- 5th: Jump
- 7th: Burning Arc
- 9th: Pyrotechnics
- 11th: Elemental Aura
- 13th: Fireball
- 15th: Firefall
- 17th: Pillar of Fire
- 19th: Damnation Stride
- 22nd: Contagious Flame
- 24th: Hellfire Ray
- 26th: Firebrand
- 28th: Incendiary Cloud
- 30th: Molten Orb
- 32nd: Furnace Bones
- 34th: Meteor Swarm
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 Pyretic bloodline gain +1 point of damage per die rolled whenever they inflict either fire (energy, common) or darkfire (energy, rare) damage.
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: Fireblast (Sp): Once per round as a swift action (that provokes attacks of opportunity), you may blast fire from yourself. This affects a fifteen foot area (a 3x3x3 square space), the center of which must be within 20 feet of your space. This effect inflicts (Circle 2 damage): 1d6 points of damage per character level (max 6d6 at character level 6) of fire (energy, common). Affected creatures are allowed a Reflex saving throw (DC of 10 + your Charisma modifier + half your Sorcerer level) to take half damage. This effect can be mana burned, and is boosted by your Bloodline Arcana. Furthermore, one metamagic feat that the sorcerer knows may be applied to this power for free, each time it is cast.
- 6th: Heart of Flame (Su): You gain Energy Resistance to both fire (energy, common) and darkfire (energy, rare) equal to your Charisma modifier plus your Sorcerer class level. If you have ER against either of those specific damage types from another racial ability, class ability, or feat, this stacks.
- 11th: Immolation (Su): As a swift action, you may inflict the Singed condition, as darkfire (energy, rare) damage, upon any creature you have damaged with either fire or darkfire damage in the current encounter, as long as you have line of sight and line of effect to them. If you have this bloodline power and at least four experience tiers in the Sorcerer class (i.e. at least 16 levels of Sorcerer), this increases to the Burned condition. If you have this bloodline power and at least six experience tiers in the Sorcerer class (i.e. at least 26 levels of Sorcerer), this increases to the Immolated condition.
- 16th: Gift of Flames (Su): Once per day, if you would deal Fire or Darkfire damage to any allies with one of your Bloodline spells or abilities, you instead deal them no damage and they gain a number of temporary hit points equal to the number of dice of damage that would have been normally inflicted. While this can only be applied to a single spell or effect that inflicts Fire or Darkfire damage, it can be applied to any number of allies within the area of effect of that spell.
- 21st: Destroying Heat (Ex): You gain a +2 circumstance bonus to your save DC for spells and abilities that deal fire or darkfire damage against enemies who are currently suffering from either a Singed, Burned, or Immolated condition.
- 26th: Fiery Explosion (Su): Once per day as part of a move action, you can explode into a massive gout of flame. This explosion affects a 9x9x9 space, with the caveat that you must be somewhere within the central 5x5x5 squares of that space when you activate this ability. You are Immune to the effects. This inflicts (Circle 9 damage): 1d6+3 points of damage per character level (max 25d6+75 at character level 25) of either fire (energy, common) or darkfire (energy, rare) at your discretion. All affected creatures are allowed a Reflex saving throw (DC of 10 + your Charisma modifier + half your sorcerer level) to only take half damage. This effect can be mana burned, and is boosted by your Bloodline Arcana. In addition, one metamagic feat that the sorcerer knows may be applied to this power for free, each time it is cast.
- 31st: Leaping Flames (Su): You gain a Lesser Teleport speed (usable as a normal Move action) equal to your Walk speed, but you may only teleport into the area of effect of a Fire spell you cast this round, or adjacent to any creature that is currently suffering from either a Singed, Burned, or Immolated condition.