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Inherited Gifts

March 26th, 2012

Alex Riggs

Best in Class Archive

            Hello, and welcome to Nobility Week here at Necromancers of the Northwest. This week is devoted entirely to nobles, everyone’s favorite scheming, backstabbing class of privileged individuals. Everyone knows that, historically speaking, nobility is a matter of pedigree and bloodline, and, as such, it seems natural that today’s article be devoted to sorcerer bloodlines.

            The two bloodlines presented here are a bit different from other sorcerer bloodlines, however, because they aren’t general bloodline concepts, like “demonic,” or “draconic.” Rather, each of these bloodlines represents a specific house or noble family. Only members of that family have these bloodlines, so anyone who has this bloodline is related (whether directly or distantly) to that noble family. Of course, that doesn’t mean that they aren’t unofficial bastard children, or that the family hasn’t disowned them, but it does provide particularly strong evidence of the sorcerer’s pedigree.

 

 

New Sorcerer Bloodline:

Scion of Beltova

            The Beltovs have a long and proud standing in the history of the nation of Beltova, and, in fact, that family has ruled there for the last several centuries. Like most royal families, their family tree is quite extended, and has branched repeatedly in that time, meaning that while the king or queen of Beltova has been a Beltov for quite some time, most members of the family are now distant cousins once or twice removed, and most are barons or other lesser lords. Still, the family as a whole is popular throughout the nation, and are considered to be divinely-appointed protectors of the land, so anyone who bears the Beltov name is well-liked by most of the country’s citizens. The sorcerous power of Beltov blood is strongly associated with light in general and the sun in specific, and the Beltov family crest features a golden sunburst on a black background.

            Class Skill: Diplomacy.

            Bonus Spells: sanctuary (3rd), scorching ray (5th), daylight (7th), charm monster (9th), flame strike (11th), symbol of persuasion (13th), prismatic spray (15th), sunburst (17th), meteor swarm (19th).

            Bonus Feats: Arcane Strike, Heighten Spell, Iron Will, Leadership, Magical Aptitude, Persuasive, Skill Focus (Knowledge [nobility]), Spell Penetration.

            Bloodline Arcana: Whenever you cast a spell with the fire or light descriptor, if that spell targets a creature, or if it damages a creature, you may force that creature to succeed on a saving throw (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be dazzled for a number of rounds equal to your Charisma modifier. Sightless creatures are immune to this ability.

            Bloodline Powers: As a scion of the Beltov bloodline, you are entitled to certain powers, which manifest themselves as you develop your arcane inheritance.

            Dazzling Ray (Sp): Beginning at 1st level, you can fire a ray of dazzling light. Most Beltov sorcerers fire this ray from their hands, but some do so from their eyes, their mouth, or a piece of clothing, such as an amulet. Treat this ray as a ranged touch attack against a single target within 30 feet. If it hits, the target takes 1d4 points of damage and is dazzled for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Sightless creatures are immune to this ability.

            Noble Bearing (Ex): At 3rd level, your heritage manifests itself subtly in the way that you move and speak, lending you an air of gravitas and authority. You add double your Charisma bonus to Diplomacy and Intimidate checks, rather than the usual amount.

            Radiant Burst (Sp): At 9th level, you can unleash a powerful blast of brilliant light once per day. Each other creature within a 20-ft.-radius burst centered on you takes 1d4 points of damage per sorcerer level you possess, and must succeed on a Fortitude save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be blinded for 2d6 rounds. A successful Reflex save (same DC) halves the damage, and grants a +4 bonus on the Fortitude save to resist blindness. At 14th level, you can use this ability twice per day, and at 19th level you can use it three times per day.

            Charming Aura (Sp): At 15th level, you are constantly surrounded by an aura that causes those who look upon you to view you more favorably. Any creature that looks at you, and whose attitude towards you is unfriendly or indifferent, must succeed on a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or have their attitude towards you increased by two steps (to friendly, if previously unfriendly, or to helpful, if previously indifferent). Additionally, any time you use Diplomacy to request a favor from a creature, that creature must succeed on a Will save (same DC) or else you gain a +10 bonus on the check. You can suppress or resume this effect as a standard action. This is a mind-affecting charm effect.

            Light Form (Su): At 20th level, you gain a light form, similar to that of the ghaele azata. You can change between your normal form and light form as a standard action. While in light form, you and your equipment are incorporeal, and gain a fly speed of 60 feet (perfect). You cannot make melee attacks or cast spells while in light form, but you can use spell-like abilities, including those granted by this bloodline. Additionally, you can fire a special ray of light once per turn. Treat this as a touch attack that deals 1d6 points of damage per 2 sorcerer levels you possess.

 

 

New Sorcerer Bloodline:

Descendant of Marbus

            The Dread Lord Marbus was a powerful sorcerer-king, though he began his life much more humbly, as a cobbler’s son. He made a pact with a powerful demon named Arthtorix, who granted him great magical power, as well as the kind of political power that allowed him to carve out a kingdom for himself. Part of Marbus’s pact was that his power would pass on to his progeny throughout the generations, and, as such, each generation of his bloodline produces a single sorcerer who inherits his powers. While the previous generation’s sorcerer does not need to die in order for this benefit to be passed on, there are rarely more than three or four sorcerers with this bloodline active at any one time. Marbus’s kingdom fell to ruin some time ago, but his descendants still continue to be bound to his pact with Arthtorix, some even against their will. The powers the demon grants are greater than those of some other bloodlines, but come with a price.

            Class Skill: Diplomacy and Knowledge (the planes).

            Bonus Spells: bane (3rd), undetectable alignment (5th), magic circle against evil and speak with dead (7th), dimensional anchor and lesser planar ally (9th), lesser planar binding and unhallow (11th), planar ally and planar binding (13th), destruction (15th), greater planar ally and greater planar binding (17th), wish (19th).

            Bonus Feats: Augment Summoning, Deceitful, Empower Spell, Great Fortitude, Improved Familiar, Iron Will, Maximize Spell, Quicken Spell, Skill Focus (Diplomacy), Skill Focus (Knowledge [the planes]).

            Bloodline Arcana: Whenever you cast a spell of the summoning subschool to summon an evil-aligned creature, the spell is automatically affected as though by the metamagic feat Extend Spell. The power used to extend the duration comes from your body, however, and you take 2 points of damage per level of the spell. This damage cannot be prevented or redirected.

            Bloodline Powers: As a descendant of Marbus, you have inherited the benefits of your ancestor’s pact with Arthtorix. The further you delve into your mystic abilities, the more benefits you discover.

            Touch of Marbus (Sp): Beginning at 1st level, you can wreathe your hands in negative energy that damages your foes. Make a melee touch attack as a standard action. This attack deals 1d6 points of negative energy damage, plus one additional point per sorcerer level you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

            Fiendish Affinity (Ex): At 3rd level, your close association with evil outsiders grants you a certain resistance to them. You are constantly affected as though by the spell protection from evil. Additionally, when you cast a spell of the calling subschool to summon an evil-aligned creature, you gain a bonus equal to 1/4 your caster level on any Charisma checks or Diplomacy checks made to convince the creature to serve you, and if it requires payment, that payment is reduced by 5% per two sorcerer levels you possess (to a minimum of 50%).

            Otherworldly Blast (Sp): At 9th level, as a standard action, you can unleash a powerful blast of evil energy from the lower planes. This takes the form of unearthly-looking fire, typically green or blue in color. Treat this as a ranged touch attack that deals 1d6 points of damage plus an additional 1d6 points per two sorcerer levels beyond 1st (2d6 at 3rd level, 3d6 at 5th level, etc.). You can use this ability at will.

            Soulcast (Sp): At 15th level, you can tap into your own life energy in order to cast spells. You may cast any spell you know without expending a spell slot. This process is identical to the normal process for casting that spell (including components, etc.), except that it takes one additional round, and causes you to take 1d10 points of damage per level of the spell you are casting. Anything that prevents this damage prevents the spell from being cast, and this damage cannot be healed until the next time you rest for at least 8 hours (after which it can be healed normally).

            Wish Fulfillment (Sp): At 20th level, you gain full access to the powers of the pact. Once per month, you may cast wish without paying its expensive material component.

            Weaknesses: As a descendant of Marbus, you have been entered without your consent into your ancestor’s pact with Arthtorix. The further you delve into your arcane power, the more you find the demon demanding his pay.

            Maddening Susurrations (Su): Beginning at 1st level, you hear strange, otherworldly voices whenever you cast spells. Some descendants of Marbus report hearing the screams of the damned, where others hear the taunting of imps, or the promises of power of sly fiends. Whatever the case, you suffer a -5 penalty on Concentration checks.

            Marked by Evil (Su): Beginning at 3rd level, a powerful glyph appears on your forehead, hands or other prominent location. This glyph is invisible, except when you cast spells, at which point it glows brightly, shining magically through any apparel that may be used to cover it. Any character that succeeds on a DC 20 Knowledge (arcana), Knowledge (the planes), or Knowledge (religion) check identifies this as a symbol associated with demonic pacts. Further, even when not actively casting spells, any creature viewing you with detect magic or detect evil can see the seal clearly. Any good-aligned outsider that sees this sigil automatically has its attitude towards you reduced by one step.

            Indentured Service (Sp): At 9th level, the demon that provides your magic begins to demand some repayment for his services. Once per month, you are automatically affected as though by the spell geas/quest (caster level 15th). The nature of the geas is made known to you, and is determined by the GM. These geases typically require you to perform evil acts that further Arthtorix’s goals.

            Do No Good (Su): At 15th level, Arthtorix’s grip on your soul strengthens, and he prevents you from casting good-aligned spells. You are unable to cast any spell with the good descriptor, even through use of scrolls, staves, wands, or other spell trigger or spell completion items. You may still benefit from such spells if they are cast upon you, or if you drink a potion or use a wondrous item, for example.

            Spell Possession (Su): At 20th level, your bond with Arthtorix is close enough that the demon sometimes gains control of your magic. The first time you cast a spell of a given spell level each day, you must succeed on a Spellcraft check (DC 20 + twice the spell’s level) or else the spell you cast is a different spell you know. You do not choose the targets for this spell, or make any other choices about it. If the spell has costly material components, however, you do not have to pay those. The GM makes all decisions about this cast spell, including which spell it is.