Tainted Bloodline
Your ancestors have had dealings with... Things best left alone. Whether voluntarily or accidentally, by hook or by crook, your blood carries the touch of eerie and disquieting Powers. That dark trace of might flows through your veins like an uneasy alliance, like a deal you wish you could revoke. But the power lurks there, whether you like it or not, always ready to do your bidding.
Bloodline Skill
A sorcerer with this bloodline gains a bonus Natural Talent in the Linguistics 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: Adhesive Spittle
- 5th: Dust of Twilight
- 7th: Aboleth's Lung
- 9th: Blot
- 11th: Malediction
- 13th: Black Tentacles
- 15th: Touch of Slime
- 17th: Corrosive Consumption
- 19th: Nightmare
- 22nd: Shadow Walk
- 24th: Constricting Coils
- 26th: Hammerblow
- 28th: Destruction of Self
- 30th: Horrid Wilting
- 32nd: Chaos Engine
- 34th: Gift of the Rider
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 Tainted bloodline heal 1 hit point for every creature that fails a saving throw against one of their Bloodline Spells. This is a form of instantaneous healing, but items or effects that provide bonuses to instant healing (e.g. certain Dweomermetals) can only be triggered by this bloodline arcana a maximum of once per round, no matter how many failed saves there are.
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: Slimer (Su): Once per round, as a swift action, you violently expectorate a frankly unbelievably huge gobbet of... liquid. This is a Splash Weapon attack with a range of 20 feet, that inflicts (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of slime (physical, common) damage and inflicts the mellow condition on the direct target of the attack, if the attack hits them. If you have at least three experience tiers of Sorcerer (i.e. at least 11 class levels of Sorcerer), the condition inflicted worsens to genial. If you have at least five experience tiers of Sorcerer (i.e. at least 21 class levels of Sorcerer), the condition inflicted worsens to rowdy. The ranged touch attack for this splash weapon can be boosted by your Implement, if you are wielding one. Note that this ability may be mana burned!
- 6th: Guise of Smoke (Su): As a swift action, in combat or an otherwise stressful state (such as a group skill challenge), you may turn ethereal by looking into a mirror. This tiny mirror is broken by the use of this power, but it counts as a spell component with a cost of 1 gold piece, and so your Eschew Materials class feature will let you summon them any time you activate this power. Your ethereal state lasts until the start of your next turn, after which you revert to your normal physical form. You may use this ability a number of times per day equal to the number of Sorcerer experience tiers you possess. If you have this bloodline power and at least six experience tiers in the Sorcerer class (i.e. at least 26 levels of Sorcerer), you may bring another creature you touch along with you, and your ethereal state lasts until the end of the current encounter, the end of the next encounter, until the start of a full night's rest, or until you dismiss it (as a free action), whichever occurs sooner. Furthermore, if you have this bloodline power and all seven experience tiers of the Sorcerer class (i.e. at least 31 levels of Sorcerer), you can use this ability at-will (i.e., an unlimited number of times per day).
- 11th: Unusual Anatomy (Ex): You are immune to critical hits.
- 16th: Dread Stare (Su): You stare, as a move action, and your fell gaze lances forth as a ray of unfathomable spite. This ray has a range of 50 feet, and if it hits, inflicts (Circle 5 damage): 1d6+1 points of damage per character level (max 15d6+15 at character level 15) of rugosic (physical, uncommon) damage and inflicts the humbled status on its victim. Note that this effect may be mana burned.
- 21st: Flickering Gate (Su): Once per day, you tear open space and step through, messily. This ability is treated exactly as a Dimension Door (Sorcerer/Wizard Spell), and any feats you know which apply to that spell apply to this ability. Unfortunately, the violent flickers in reality you cause with this power inflicts (Circle 9 damage): 1d6+3 points of damage per character level (max 25d6+75 at character level 25) of interstice (physical, rare) damage to all squares within 15 feet of your space when you arrive (typically, a 7x7x7 square area). You are immune to this power, but if you carry others, they are not. This ability may be mana burned to increase the damage, and in addition to increasing the damage, every spell slot you expend also increases the range of your Flickering Gate by an additional 300 feet. Be wary of getting shunted, as this ability can let you move far enough to be very, very painful indeed, if not immediately fatal. If you have this bloodline power and at least six experience tiers in the Sorcerer class (i.e. at least 26 levels of Sorcerer), you may use this ability twice per day. If you have this bloodline power and all seven experience tiers of the Sorcerer class (i.e. at least 31 levels of Sorcerer), you can use it up to three times per day.
- 26th: Breaching the Gulf (Su): Any spell or ability you cast when not on the Prime Material Plane is resolved as if you were one Caster Level higher than you actually are. Note that this ability is in effect when you use your Guise of Smoke ability.
- 31st: Warped Mirror (Su): All damage you take is also inflicted on all enemies in the current combat, to which you have line of sight and line of effect when the damage is inflicted. The maximum number of creatures you can affect with this damage is equal to half your Charisma modifier (round down, minimum 1). Only damage which actually lowers your hit points is reflected to your foes by this ability, and the damage is returned to them as the same type of damage as you received. If any enemy creature is killed by this reflected damage, you instantly heal a number of hit points equal to half their Challenge Rating. This is a form of instantaneous healing, but items or effects that provide bonuses to instant healing (e.g. certain Dweomermetals) can only be triggered by this bloodline power a maximum of once per round, no matter how many creatures you kill in a round. This ability is always on.