Hello everyone and welcome to another exciting edition of Extraordinary Feats, where week after week we bring you new and ever-more-exciting feats. This week we are celebrating the sorcerer and the release of our fantastic new book, A Necromancer’s Grimoire: Sorcerous Lineages, which introduces cool new bloodlines. To celebrate this release, I’ve decided to provide you with a host of new traits for descendants of the great magical lines featured in this product.
Bloodline Traits
The following traits are bloodline traits. Each bloodline trait corresponds to a specific lineage, and, in the following cases, to a sorcerer bloodline. If a bloodline trait is associated with a sorcerer bloodline, the name of that bloodline is included in parentheses at the end of the trait’s name. A character with a bloodline trait who takes one or more levels in sorcerer must choose the bloodline associated with his bloodline trait. Similarly, a sorcerer who somehow later gains a bloodline trait must select the bloodline trait associated with his or her bloodline.
In general, a character can only have one bloodline trait. At GM discretion, a character may possess more than one bloodline trait, representing a character who is a descendant of both bloodlines. In this case, if the character gains levels in sorcerer, he may choose the bloodline corresponding to either of his two bloodline traits.
For more information on traits and different types of traits, see the Advanced Player’s Guide.
Al’Sabai Blood (House Al’Sabai): You are accustomed to living in harsh desert lands and the struggles of day to day life in those places fuels your power. You are better at working magic in tough extremes and whenever you cast a spell while you are fatigued or exhausted, you treat your caster level as being two higher than it actually is.
Eigen Blood (The Eigen): The blood of the gifted and cursed Eigen flows in your veins. You gain a +2 trait bonus on all Craft skill checks and an additional +2 trait bonus to all Craft checks made to create magic items. However, your unusual approach to magic item creation makes your work more prone to develop odd quirks, and there is a 1% chance that any magic item that you create becomes a cursed item. For more information on cursed items, see the Pathfinder Roleplaying Game Core Rulebook.
Faulkhor Blood (House Faulkhor): Your dark and depraved Faulkhor blood makes you an exceptional torturer. You gain a +2 trait bonus on Intimidate checks made against creatures to whom you have dealt at least 5 points of damage since the beginning of your last turn.
Ho’lah Blood (Descendants of Ho’Lah): You have grown up among the Ho’lah horselords. You begin play with a light horse. You also gain a +1 trait bonus to all Ride and Handle Animal checks made to control light horses.
Lilitian Blood (The Lilitians): In your veins flows the blood of the comely and charming Lilitian. Whenever you cast a charm or compulsion spell that targets a member of the opposite sex, you treat your caster level as being one higher for the purposes of that spell.
Lumina Blood (The Church of Lumina): You are exceptionally skilled at discerning the aura of an individual. Whenever you successfully gain use the Sense Motive skill to gain a hunch about a character, if you beat the DC by 5 or more, you also learn that character’s exact alignment.
Samarkin Blood (The Samarkin People): Filled with the wild blood of the Samarkin, you are better equipped than most to deal with wild animals. You gain a +1 trait bonus on all Handle Animal checks. Additionally, you gain a further +5 bonus on Handle Animal checks made to rear a wild animal (these bonuses stack with each other).
Shokar Blood (Clan Shokar): Some trace of the Shokar’s divine heritage is still strong in you. Choose one of the following: air, earth, fire, or water. You gain a +2 trait bonus to caster level checks made to overcome the spell resistance of creatures with the chosen subtype.
Sivix Blood (The Sivix Conspiracy): Like your kin, you prefer to stick to the shadows and are more accustomed to living in dark places. You gain a +4 trait bonus on Perception checks made in areas where the light level is dim or lower.
Zartol Blood (The Zartol Consortium): You are intimately familiar with the dealings and habits of outsiders, and gain a +2 trait bonus on all Charisma-based skill checks made to influence creatures of the outsider type.