Celestial Bloodline

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.  

Class Skill

Heal.  

Bonus Spells

Bless (3rd), Resist Energy (5th), Magic Circle against Evil (7th), Remove Curse (9th), Flame Strike (11th), Dispel Magic, Greater (13th), Banishment (15th), Sunburst (17th), Gate (19th).  

Bonus Feats

Dodge, Extend Spell, Iron Will, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.  

Bloodline Arcana

Whenever you cast a spell of the summoning subschool, the creatures summoned gain Damage Reduction/evil equal to 1/2 your Sorcerer level (minimum 1). This does not stack with any Damage Reduction the creature might have.  

Bloodline Powers

Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.   Heavenly Fire (): Starting at 1st level, you can unleash a ray of heavenly fire as a Standard Action, targeting any foe within 30 feet as a ranged Touch Attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two Sorcerer levels you possess. This damage is divine and not subject to Resistance To Energy or Immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two Sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.   Celestial Resistances (Ex): At 3rd level, you gain Acid Resistance 5 and Cold Resistance 5. At 9th level, your resistances increase to 10.   Wings of Heaven (Su): At 9th level, you can sprout feathery wings and Fly for a number of minutes per day equal to your Sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.   Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the DM. You must take the second result, even if it is worse. You can use this ability once per day.   Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain:

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